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Hash, Inc. - Animation:Master

nemyax

*A:M User*
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nemyax last won the day on July 8 2023

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  1. aen916 You should turn the tris into quads in your model before getting it into A:M. Import your STL into an external package, run a tris-to-quads op and export to OBJ. You can do the whole thing in Blender (which anyone doing any kind of 3D work ought to have handy anyway just in case).
  2. HModel::BuildExportModel and HModelCache::BuildExportModel are probably buggy.
  3. TopsyTriceratops My Blender plug imports geometry, UVs and bones from MDL. After import into Blender, you can export everything to FBX, which is very popular. OBJ doesn't support bones, and X is near useless.
  4. I might take a stab at LSCM unwrapping after I've tackled it in my own project, but I'm not promising anything.
  5. I suppose you realise that the tessellation control and tessellation evaluation stages are performed at every frame, unless you employ some post-transform cache trickery. You might be better off precalculating your tessellated surface in the main program. I don't think A:M users really care. For example, when I released the Blender-to-MDL addon, a couple of wows were voiced, and then everyone promptly forgot all about it.
  6. There are no "splines" or "polygons" at the renderer level really, just sets of point-based input data for the shading algorithms.
  7. LSCM unwrapping should be doable with the current SDK. I don't think it has to depend on the core application. But things like painting in 3D do need some serious core support.
  8. nemyax

    GPU Slave?

    HAMR probably uses the pre-shader era fixed functionality pipeline.
  9. nemyax

    GPU Slave?

    It isn't supported in the sense that the animation engine hasn't been ported over from the 2.7* branch yet. The renderer itself doesn't care what exactly happened to the polygons that are being thrown at it.
  10. nemyax

    GPU Slave?

    robcat2075 Those are reference boards, and vendors don't have to stick to exactly the same specs.
  11. nemyax

    GPU Slave?

    Not necessarily. It's faster that way but it isn't a hard requirement with modern shading languages.
  12. pixelplucker It looks like what you want is for A:M to go on Steam.
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