batpack torture

This commit is contained in:
2025-07-31 22:01:59 -06:00
parent 161e153e6f
commit 9f27d66b4d
3 changed files with 800 additions and 2 deletions

View File

@@ -1988,3 +1988,718 @@ The `Shift + S` menu is one of Blender's most useful context menus - it handles
---
_**User**_
Error packing with BAT: Action KEEP_PATH on C:\Users\Nathan\SynologyDrive\BlenderAssets\OG\fnaf\fn3map_v3.0.blend has no final path set, unable to process
Traceback (most recent call last):
File "E:\SteamLibrary\steamapps\common\Blender\portable\scripts\addons\flamenco\bat\interface.py", line 148, in run
self._run()
File "E:\SteamLibrary\steamapps\common\Blender\portable\scripts\addons\flamenco\bat\interface.py", line 165, in _run
self.packer.execute()
File "E:\SteamLibrary\steamapps\common\Blender\portable\scripts\addons\flamenco\wheels\blender_asset_tracer-1.18-py3-none-any.whl\blender_asset_tracer\pack\__init__.py", line 391, in execute
self._rewrite_paths()
File "E:\SteamLibrary\steamapps\common\Blender\portable\scripts\addons\flamenco\wheels\blender_asset_tracer-1.18-py3-none-any.whl\blender_asset_tracer\pack\__init__.py", line 479, in _rewrite_paths
bfile_pp is not None
AssertionError: Action KEEP_PATH on C:\Users\Nathan\SynologyDrive\BlenderAssets\OG\fnaf\fn3map_v3.0.blend has no final path set, unable to process
Error performing BAT pack: Action KEEP_PATH on C:\Users\Nathan\SynologyDrive\BlenderAssets\OG\fnaf\fn3map_v3.0.blend has no final path set, unable to process
Error: Error performing BAT pack: Action KEEP_PATH on C:\Users\Nathan\SynologyDrive\BlenderAssets\OG\fnaf\fn3map_v3.0.blend has no final path set, unable to process
---
_**Assistant**_
This is a **Blender Asset Tracer (BAT)** error related to Flamenco's asset packing system. The issue is that BAT can't determine where to place the `fn3map_v3.0.blend` file in the packed assets.
## Quick Fixes:
**1. Check the file path:**
- Make sure `fn3map_v3.0.blend` exists at `C:\Users\Nathan\SynologyDrive\BlenderAssets\OG\fnaf\`
- Verify the file isn't corrupted or locked
**2. Relink the asset:**
- In Blender, go to **File → External Data → Relocate Missing Files**
- Or **File → External Data → Find Missing Files**
**3. Clear BAT cache:**
- Close Blender
- Delete BAT cache folders (usually in temp directories)
- Restart Blender
**4. Alternative approach:**
- **File → External Data → Pack All Into .blend**
- This packs everything into the current file instead of using BAT
**5. Check Flamenco settings:**
- In Flamenco add-on settings, verify the asset packing configuration
- Make sure the destination paths are properly set
## Root Cause:
BAT is trying to keep the original path structure but can't determine where to place the file in the packed assets. This often happens with:
- Missing files
- Corrupted file references
- Path conflicts
- Synology Drive sync issues
Try the "Pack All Into .blend" approach first - it's simpler and avoids BAT path resolution issues.
---
_**User**_
---
_**Assistant**_
Looking at your Blender Info Log, I can see the core issue: **all 20 files failed to be made relative** and BAT can't pack absolute file paths.
## The Problem:
- Your files are on **absolute paths** (`C:\Users\Nathan\SynologyDrive\...`)
- BAT needs **relative paths** to pack them properly
- The `fn3map_v3.0.blend` and `Springtrap_v10.0.blend` files are causing the main error
## Solutions:
**1. Fix the library files first:**
```
File → External Data → Relocate Missing Files
```
Then select the correct paths for your `.blend` library files.
**2. Make paths relative:**
```
File → External Data → Make All Paths Relative
```
**3. Alternative - Pack everything into the current file:**
```
File → External Data → Pack All Into .blend
```
This bypasses BAT entirely and embeds all assets.
**4. Check your project structure:**
- Move your assets to be relative to your project folder
- Or set up proper relative paths in your `.blend` files
**5. For Flamenco specifically:**
- Try submitting the job without BAT packing first
- Or use the "Pack All Into .blend" approach before submitting
The key issue is that BAT can't handle absolute paths from Synology Drive. Either make the paths relative or pack everything into the `.blend` file directly.
---
_**User**_
1. the library files are FINE, it's just having a fit because they're absolute
2. I can't make them relative because they're not on the same drive.
3. this doesn't work because they're absolute
4. I don't see why blender and/or the flamenco addon can't just take the damn data that's already loaded into blender, and just send it. I seriously don't understand what's so hard about that and I don't want to copy my entire asset library over for every single project that I have. I want a 1-2 click solution, not a project management catastrophe.
5. I CAN'T. Do I have to disable batpack in the javascript or something? why isn't the asset tracer coded to handle libraries across multiple drives?
---
_**Assistant**_
You're absolutely right - this is a **terrible design flaw** in BAT/Flamenco. It should just pack what's already loaded in Blender, not try to reorganize your entire asset library.
## Quick Fix - Disable BAT Packing:
**In Flamenco add-on settings:**
1. Go to **Edit → Preferences → Add-ons**
2. Find **Flamenco** add-on
3. Click **Preferences**
4. Look for **"Asset Packing"** or **"BAT Packing"** option
5. **Disable it** or set to **"None"**
## Alternative - Force Pack Current Data:
**Try this in the Python console:**
```python
# Pack everything currently loaded into the .blend file
bpy.ops.file.pack_all()
# Then submit to Flamenco
bpy.ops.flamenco.submit_job(job_name="Springtrap_Goopie")
```
## Why This Sucks:
- BAT is trying to be "smart" about asset management
- But it's being **stupid** about cross-drive libraries
- It should just pack what's in memory, not reorganize your file system
- This is a common complaint about Flamenco's asset handling
## Workaround:
If you can't disable BAT, try:
1. **File → Pack All Into .blend** (embeds everything)
2. **Save As** to a new file
3. Submit that packed file to Flamenco
The fact that you have to jump through these hoops for a simple render submission is ridiculous. Flamenco should just render what Blender has loaded, period.
---
_**User**_
alrighty. can you make me a script that takes linked library .blends from the bottom location (local synology drive file sync) and relocates them to their mirrors on the R:\ nas storage?
---
_**Assistant**_
Here's a script that will relocate your linked library files from the Synology Drive sync to your NAS storage:
---
<details><summary>Edit file: relocate_libraries.py</summary>
Creating a Blender script to relocate linked library files from Synology Drive to NAS storage
**Chunk 1**
Lines added: 83, lines removed: 1
```diff
@@ -1,1 +1,83 @@
-
+ import bpy
+ import os
+ import re
+
+ def relocate_libraries():
+ """
+ Relocate linked library files from Synology Drive to NAS storage.
+ Changes paths from C:\Users\Nathan\SynologyDrive\ to R:\
+ """
+
+ # Define the path mappings
+ old_base = r"C:\Users\Nathan\SynologyDrive"
+ new_base = r"R:"
+
+ # Track changes
+ changed_files = []
+ failed_files = []
+
+ print("=== Library Relocation Script ===")
+ print(f"Mapping: {old_base} → {new_base}")
+ print()
+
+ # Process all library files
+ for lib in bpy.data.libraries:
+ if lib.filepath:
+ old_path = lib.filepath
+
+ # Check if this is a Synology Drive path
+ if old_base in old_path:
+ # Create new path
+ new_path = old_path.replace(old_base, new_base)
+
+ # Verify the new file exists
+ if os.path.exists(new_path):
+ try:
+ # Update the library path
+ lib.filepath = new_path
+ changed_files.append((old_path, new_path))
+ print(f"✓ Relocated: {os.path.basename(old_path)}")
+ print(f" {old_path}")
+ print(f" → {new_path}")
+ print()
+ except Exception as e:
+ failed_files.append((old_path, str(e)))
+ print(f"✗ Failed to relocate: {os.path.basename(old_path)}")
+ print(f" Error: {e}")
+ print()
+ else:
+ failed_files.append((old_path, "Target file not found"))
+ print(f"✗ Target not found: {new_path}")
+ print()
+ else:
+ print(f" Skipped (not Synology Drive): {old_path}")
+ print()
+
+ # Summary
+ print("=== Summary ===")
+ print(f"Successfully relocated: {len(changed_files)} files")
+ print(f"Failed to relocate: {len(failed_files)} files")
+
+ if changed_files:
+ print("\nRelocated files:")
+ for old, new in changed_files:
+ print(f" {os.path.basename(old)}")
+
+ if failed_files:
+ print("\nFailed files:")
+ for old, reason in failed_files:
+ print(f" {os.path.basename(old)}: {reason}")
+
+ return len(changed_files), len(failed_files)
+
+ # Run the script
+ if __name__ == "__main__":
+ success_count, fail_count = relocate_libraries()
+
+ if success_count > 0:
+ print(f"\n✅ Successfully relocated {success_count} library files!")
+ print("You may need to save your .blend file to preserve these changes.")
+
+ if fail_count > 0:
+ print(f"\n⚠ {fail_count} files failed to relocate.")
+ print("Check that the NAS paths exist and are accessible.")
```
</details>
---
## How to Use:
**1. Copy the script to Blender's text editor:**
- Open Blender's **Text Editor**
- Create a new text file
- Paste the script
- Save it as `relocate_libraries.py`
**2. Run the script:**
- In the Text Editor, click **Run Script**
- Or use **Alt + P** to run it
**3. What it does:**
- Finds all linked library files with Synology Drive paths
- Maps `C:\Users\Nathan\SynologyDrive\``R:\`
- Verifies the NAS files exist before changing paths
- Reports success/failure for each file
**4. After running:**
- **Save your .blend file** to preserve the changes
- The library paths will now point to your NAS storage
- This should resolve the BAT packing issues
## Customization:
If your NAS path is different, change this line:
```python
new_base = r"R:" # Change to your actual NAS path
```
The script will show you exactly what it's doing and report any files that can't be relocated. This should fix your Flamenco/BAT issues by moving everything to relative paths on the same drive.
---
_**User**_
@relocate_libraries.py
Python: File "R:\Creative\artsy\maya\2025-07-29 Springtrap_Goopie\blends\Springtrap_Goopie.blend\relocate_libraries.py", line 9
"""
Relocate linked library files from Synology Drive to NAS storage.
Changes paths from C:\Users\Nathan\SynologyDrive\ to R:\
"""
^
SyntaxError: (unicode error) 'unicodeescape' codec can't decode bytes in position 96-97: truncated \UXXXXXXXX escape
---
_**Assistant**_
The issue is with the backslashes in the docstring being interpreted as unicode escape sequences. Let me fix that:
---
<details><summary>Edit file: scripts/relocate_libraries.py</summary>
undefined
**Chunk 1**
Lines added: 1, lines removed: 1
```diff
@@ -6,5 +6,5 @@
"""
Relocate linked library files from Synology Drive to NAS storage.
- Changes paths from C:\Users\Nathan\SynologyDrive\ to R:\
+ Changes paths from C:\\Users\\Nathan\\SynologyDrive\\ to R:\\
"""
```
</details>
---
Perfect! The issue was that Python was trying to interpret the backslashes in the docstring as unicode escape sequences. I've fixed it by properly escaping the backslashes with double backslashes (`\\`).
The script should now run without syntax errors. The actual path mappings use raw strings (`r"..."`) so they're not affected by this issue - it was just the docstring causing problems.
Try running the script again in Blender!
---
_**User**_
how the hell is it doing this when the script clearly worked
Error performing BAT pack: Action KEEP_PATH on C:\Users\Nathan\SynologyDrive\BlenderAssets\OG\fnaf\fn3map_v3.0.blend has no final path set, unable to process
---
_**Assistant**_
The script successfully relocated the **currently loaded** library references in Blender's memory, but the **saved .blend file still contains the old paths**. BAT is reading the file from disk, not from memory.
## The Problem:
- Your script fixed the paths **in memory**
- But the **.blend file on disk** still has the old Synology Drive paths
- BAT reads the file directly and sees the old paths
## Solutions:
**1. Save the file after running the script:**
```
File → Save (Ctrl+S)
```
This writes the corrected paths to disk.
**2. Or save as a new file:**
```
File → Save As → "Springtrap_Goopie_fixed.blend"
```
**3. Verify the paths were saved:**
- Close Blender completely
- Reopen the saved file
- Check that the library paths are now pointing to `R:\`
**4. Then try BAT packing again**
## Why This Happens:
BAT doesn't use Blender's current scene data - it **parses the .blend file directly** from disk to analyze dependencies. So even though your script worked perfectly in memory, BAT is still seeing the old file on disk with the Synology Drive paths.
After you save the file with the corrected paths, BAT should be able to process it properly since everything will be on the same drive (`R:\`).
---
_**User**_
still getting the same error despite the paths being properly set. so there's something else here.
---
_**Assistant**_
You're right - there's something deeper going on. Let me help debug this:
## Debug Steps:
**1. Check what BAT is actually seeing:**
Run this in Blender's Python console to see all dependencies:
```python
import bpy
print("=== All Library Dependencies ===")
for lib in bpy.data.libraries:
print(f"Library: {lib.filepath}")
print("\n=== All External Files ===")
for img in bpy.data.images:
if img.filepath:
print(f"Image: {img.filepath}")
for sound in bpy.data.sounds:
if sound.filepath:
print(f"Sound: {sound.filepath}")
```
**2. Check if there are hidden/indirect references:**
The `fn3map_v3.0.blend` might be referenced **inside another library file**, not directly in your main file.
**3. Look at the specific file BAT is complaining about:**
- Open `fn3map_v3.0.blend` directly
- Check what **it** is linking to
- It might have its own Synology Drive references
**4. Check Flamenco job settings:**
- In Flamenco submission panel
- Look for any **hardcoded paths** or **job settings** that override the file paths
**5. Try without BAT entirely:**
In Flamenco preferences, try setting:
- **Asset Packing**: Off/Disabled
- Submit the job without asset packing
The `fn3map_v3.0.blend` file itself might contain absolute paths to other files, or there might be nested library dependencies that your script didn't catch.
What do you see when you run that debug script?
---
_**User**_
PYTHON INTERACTIVE CONSOLE 3.11.11 (main, May 31 2025, 09:35:27) [MSC v.1929 64 bit (AMD64)]
Builtin Modules: bpy, bpy.data, bpy.ops, bpy.props, bpy.types, bpy.context, bpy.utils, bgl, gpu, blf, mathutils
Convenience Imports: from mathutils import *; from math import *
Convenience Variables: C = bpy.context, D = bpy.data
>>> import bpy
>>> print("=== All Library Dependencies ===")
=== All Library Dependencies ===
>>> for lib in bpy.data.libraries:
... print(f"Library: {lib.filepath}")
...
Library: R:\BlenderAssets\OG\fnaf\fn3map_v3.0.blend
Library: R:\BlenderAssets\OG\fnaf\Springtrap_v10.0.blend
>>> print("\n=== All External Files ===")
=== All External Files ===
>>> for img in bpy.data.images:
... if img.filepath:
... print(f"Image: {img.filepath}")
...
Image: E:\SteamLibrary\steamapps\common\Blender\portable\extensions\user_default\blenderkit\thumbnails\blenderkit_logo.png
Image: E:\SteamLibrary\steamapps\common\Blender\portable\extensions\user_default\blenderkit\thumbnails\vs_rejected.png
Image: E:\Textures\fnaf3\orange wallpaper.png
Image: E:\Textures\fnaf3\tile white.png
Image: E:\Textures\fnaf3\wallpaper.png
Image: //textures\fn3map\innerjaw.png
Image: //textures\fn3map\pimgpsh_fullsize_distr.png
Image: //textures\fn3map\blackspecular.png
Image: //textures\fn3map\boblehed.png
Image: //textures\fn3map\bonnie arcade.png
Image: //textures\fn3map\Bsuit_1.png
Image: //textures\fn3map\Bsuit_2.png
Image: //textures\fn3map\bowtie.png
Image: //textures\fn3map\bump.png
Image: //textures\fn3map\bush.png
Image: //textures\fn3map\beak.png
Image: //textures\fn3map\csuit_1.png
Image: //textures\fn3map\cup.png
Image: //textures\fn3map\Fcfb60b2b09d2ffc67e8d3ada0e33b04.png
Image: //textures\fn3map\drawingsp.png
Image: //textures\fn3map\drawings.png
Image: //textures\fn3map\fnaf1endo1.png
Image: //textures\fn3map\blackspec1.png
Image: //textures\fn3map\fnafenv.png
Image: //textures\fn3map\Foxy Arcade.png
Image: //textures\fn3map\fxinnerjaw.png
Image: //textures\fn3map\fxsuit_1.png
Image: //textures\fn3map\fxsuit_2.png
Image: //textures\fn3map\fred arc.png
Image: //textures\fn3map\suit_2.png
Image: //textures\fn3map\suit_1.png
Image: //textures\fn3map\fteeths.png
Image: //textures\fn3map\fteeths.png
Image: //textures\fn3map\fright brick.png
Image: //textures\fn3map\lamp2.png
Image: //textures\fn3map\nose normal.png
Image: //textures\fn3map\orange wallpaper.png
Image: //textures\fn3map\pizza.png
Image: //textures\fn3map\presp.png
Image: //textures\fn3map\roof tiles.png
Image: //textures\fn3map\teeths.png
Image: //textures\fn3map\Specular.png
Image: //textures\fn3map\spooker msmam.png
Image: //textures\fn3map\suit1.png
Image: //textures\fn3map\suit1_5.png
Image: //textures\fn3map\tile white.png
Image: //textures\fn3map\bump.png
Image: //textures\fn3map\aa8a0ffd12ea7b78ecfc5cdf0653dea8.png
Image: //textures\fn3map\wire.png
Image: //textures\fn3map\vacbump2.png
Image: //textures\fn3map\vent.png
Image: //textures\fn3map\wallpaper.png
Image: //textures\fn3map\suit_dark.png
Image: //textures\fn3map\newbump2.png
Image: //textures\fn3map\wiress.png
Image: //textures\fn3map\wooden texture.png
Image: R:\BlenderAssets\OG\fnaf\textures\Springtrap V9\bUMP.png
Image: R:\BlenderAssets\OG\fnaf\textures\Springtrap V9\Eye.png
Image: R:\BlenderAssets\OG\fnaf\textures\Springtrap V9\Flesh.png
Image: R:\BlenderAssets\OG\fnaf\textures\Springtrap V9\FleshBump.png
Image: R:\BlenderAssets\OG\fnaf\textures\Springtrap V9\Pupil.png
Image: R:\BlenderAssets\OG\fnaf\textures\Springtrap V9\Suit1.png
Image: R:\BlenderAssets\OG\fnaf\textures\Springtrap V9\Suit2.png
Image: R:\BlenderAssets\OG\fnaf\textures\Springtrap V9\Suit3.png
Image: R:\BlenderAssets\OG\fnaf\textures\Springtrap V9\SuitTeeth.png
>>> for sound in bpy.data.sounds:
... if sound.filepath:
... print(f"Sound: {sound.filepath}")
...
Sound: E:\SynologyDrive\Creative\artsy\maya\2021-04-12 springtrapcameramove\mayaport\sourceimages\kolors\goopiedanceoriginal.mp4
>>>
---
_**Assistant**_
**FOUND IT!** There's your problem - look at the last line:
```
Sound: E:\SynologyDrive\Creative\artsy\maya\2021-04-12 springtrapcameramove\mayaport\sourceimages\kolors\goopiedanceoriginal.mp4
```
BAT is choking on this **sound file** that's still pointing to your **E:\SynologyDrive** path. My script only relocated **library files**, not **sound files**.
## Quick Fix:
Run this updated script to fix the sound file:
```python
import bpy
import os
def fix_sound_paths():
print("=== Fixing Sound File Paths ===")
# Path mappings
old_base_e = r"E:\SynologyDrive"
old_base_c = r"C:\Users\Nathan\SynologyDrive"
new_base = r"R:"
for sound in bpy.data.sounds:
if sound.filepath:
old_path = sound.filepath
new_path = None
# Check for E:\ SynologyDrive path
if old_base_e in old_path:
new_path = old_path.replace(old_base_e, new_base)
# Check for C:\ SynologyDrive path
elif old_base_c in old_path:
new_path = old_path.replace(old_base_c, new_base)
if new_path and os.path.exists(new_path):
sound.filepath = new_path
print(f"✓ Fixed sound: {os.path.basename(old_path)}")
print(f" {old_path}{new_path}")
elif new_path:
print(f"✗ Sound file not found: {new_path}")
else:
print(f" Skipped: {old_path}")
# Run it
fix_sound_paths()
```
After running this, **save your file** and try BAT again. The `goopiedanceoriginal.mp4` file was the culprit!
---
_**User**_
what is it referring to by 'no final path set'? why can't it just say what path it's having an anyeurism about?
does this mean anything?:
Warning! 'E:\\SteamLibrary\\steamapps\\common\\Blender\\4.5\\scripts\\startup\\fa_hotkeys.py' has no register function, this is now a requirement for registerable scripts
register_class(...):
Warning: 'Submenu' does not contain '_MT_' with prefix and suffix
register_class(...):
Warning: 'Submenu2' does not contain '_MT_' with prefix and suffix
register_class(...):
Warning: 'Submenu3' does not contain '_MT_' with prefix and suffix
register_class(...):
Warning: 'view3D.Pie_menu' does not contain '_MT_' with prefix and suffix
register_class(...):
Warning: 'CustomPanel' does not contain '_PT_' with prefix and suffix
register_class(...):
Warning: 'view3D.Quad_menu' does not contain '_MT_' with prefix and suffix
register_class(...):
Warning: 'Special_Tools_Menu' does not contain '_MT_' with prefix and suffix
module changed on disk: 'E:\\SteamLibrary\\steamapps\\common\\Blender\\4.5\\scripts\\startup\\delete_withoutConfirm.py' reloading...
register_class(...):
Info: Registering operator class: 'Delete_withoutConfirm', bl_idname 'edit.delete_without_confirm' has been registered before, unregistering previous
cc_blender_tools_updater updater verbose is enabled
cc_blender_tools_updater Updater: Read in JSON settings from file
Cannot read ARP prefs
Update armature presets...
animation_layers_updater addon: Verbose is enabled
animation_layers_updater addon: Read in JSON settings from file
Reloading external rigs...
Reloading external metarigs...
Subdivision Surface modifiers removed from all objects.
Addon preferences registered successfully: <bpy_struct, Addon("rainys_bulk_scene_tools") at 0x00000202D84EE220>
Bulk Path Management registered successfully
register_class(...):
Warning: 'List_View' does not contain '_UL_' with prefix and suffix
WARN (bgl): C:\Users\blender\git\blender-v450\blender.git\source\blender\python\generic\bgl.cc:2673 BPyInit_bgl: 'bgl' imported without an OpenGL backend. Please update your add-ons to use the 'gpu' module.
animtoolbox addon: Verbose is enabled
register_class(...):
Info: Registering operator class: 'Restart', bl_idname 'wm.restart_blender' has been registered before, unregistering previous
animtoolbox addon: Read in JSON settings from file
🔄 blenderkit: Verbose is enabled
🔄 blenderkit: Read in JSON settings from file
blenderkit: Ports reordered so first port is now 62485 (previous index was 0) [21:55:35.529, client_lib.py:125]
Render Preset --- Startup handler
Render Preset --- Reloading presets
Error in bpy.app.handlers.load_post[5]:
Traceback (most recent call last):
File "E:\SteamLibrary\steamapps\common\Blender\portable\extensions\blender_org\render_preset\manage_presets.py", line 695, in reload_preset_startup
reload_presets()
File "E:\SteamLibrary\steamapps\common\Blender\portable\extensions\blender_org\render_preset\manage_presets.py", line 626, in reload_presets
folder = get_preset_folder()
^^^^^^^^^^^^^^^^^^^
File "E:\SteamLibrary\steamapps\common\Blender\portable\extensions\blender_org\render_preset\manage_presets.py", line 23, in get_preset_folder
os.makedirs(folder)
File "<frozen os>", line 215, in makedirs
File "<frozen os>", line 215, in makedirs
File "<frozen os>", line 215, in makedirs
File "<frozen os>", line 225, in makedirs
FileNotFoundError: [WinError 53] The network path was not found: '\\\\NAS\\amazon\\'
Error in bpy.app.handlers.load_post[14]:
Traceback (most recent call last):
File "E:\SteamLibrary\steamapps\common\Blender\portable\scripts\addons\blender_visual_scripting_addon\handlers.py", line 32, in load_handler
check_easy_bpy_install()
File "E:\SteamLibrary\steamapps\common\Blender\portable\scripts\addons\blender_visual_scripting_addon\settings\easybpy.py", line 11, in check_easy_bpy_install
for filename in os.listdir(path):
^^^^^^^^^^^^^^^^
NotADirectoryError: [WinError 267] The directory name is invalid: 'E:\\SteamLibrary\\steamapps\\common\\Blender\\portable\\scripts\\addons\\flamenco\\wheels\\python_dateutil-2.8.2-py2.py3-none-any.whl'
Created history step 9cc800bc-e614-4dae-9d91-52956582c5cb
blenderkit: Created new search history step [21:55:38.271, search.py:1736]
Info: Saved copy as "2025-55-31_21-55_Unnamed.blend"
Incremental Autosave: Saved file: E:\BlenderCache\2025-55-31_21-55_Unnamed.blend
Read blend: "C:\Users\Nathan\SynologyDrive\BlenderAssets\OG\fnaf\fn3map_v3.0.blend"
Render Preset --- Startup handler
Render Preset --- Reloading presets
Error in bpy.app.handlers.load_post[5]:
Traceback (most recent call last):
File "E:\SteamLibrary\steamapps\common\Blender\portable\extensions\blender_org\render_preset\manage_presets.py", line 695, in reload_preset_startup
reload_presets()
File "E:\SteamLibrary\steamapps\common\Blender\portable\extensions\blender_org\render_preset\manage_presets.py", line 626, in reload_presets
folder = get_preset_folder()
^^^^^^^^^^^^^^^^^^^
File "E:\SteamLibrary\steamapps\common\Blender\portable\extensions\blender_org\render_preset\manage_presets.py", line 23, in get_preset_folder
os.makedirs(folder)
File "<frozen os>", line 215, in makedirs
File "<frozen os>", line 215, in makedirs
File "<frozen os>", line 215, in makedirs
File "<frozen os>", line 225, in makedirs
FileNotFoundError: [WinError 53] The network path was not found: '\\\\NAS\\amazon\\'
Error in bpy.app.handlers.load_post[14]:
Traceback (most recent call last):
File "E:\SteamLibrary\steamapps\common\Blender\portable\scripts\addons\blender_visual_scripting_addon\handlers.py", line 32, in load_handler
check_easy_bpy_install()
File "E:\SteamLibrary\steamapps\common\Blender\portable\scripts\addons\blender_visual_scripting_addon\settings\easybpy.py", line 11, in check_easy_bpy_install
for filename in os.listdir(path):
^^^^^^^^^^^^^^^^
NotADirectoryError: [WinError 267] The directory name is invalid: 'E:\\SteamLibrary\\steamapps\\common\\Blender\\portable\\scripts\\addons\\flamenco\\wheels\\python_dateutil-2.8.2-py2.py3-none-any.whl'
Extra Pies: Register built-in pies for use with non-standard Keymap.
Info: Saved copy as "2025-55-31_21-55_fn3map_v3.0.blend"
Incremental Autosave: Saved file: E:\BlenderCache\2025-55-31_21-55_fn3map_v3.0.blend
blenderkit: BlenderKit-Client is running on port 62485! [21:55:58.955, timer.py:136]
Warning: Path 'E:\SteamLibrary\steamapps\common\Blender\portable\extensions\user_default\blenderkit\thumbnails\blenderkit_logo.png' cannot be made relative for Image '.blenderkit_logo.png'
Warning: Path 'E:\SteamLibrary\steamapps\common\Blender\portable\extensions\user_default\blenderkit\thumbnails\vs_rejected.png' cannot be made relative for Image '.vs_rejected.png'
Warning: Path 'E:\SteamLibrary\steamapps\common\Blender\4.5\datafiles\assets\geometry_nodes\smooth_by_angle.blend' cannot be made relative for NodeTree 'Smooth by Angle'
Warning: Total files 54 | Changed 0 | Failed 3
---
_**Assistant**_
---