Jump to content
Hash, Inc. - Animation:Master

nemyax

*A:M User*
  • Posts

    373
  • Joined

  • Last visited

  • Days Won

    4

nemyax last won the day on July 8 2023

nemyax had the most liked content!

2 Followers

Previous Fields

  • A:M version
    current

Profile Information

  • Location
    Haifa/Luton

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

nemyax's Achievements

Craftsman

Craftsman (5/10)

22

Reputation

  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. John Bigboote Wouldn't the autoscaling affect the weighted CPs? The results could be ugly at the joints.
  3. HModel::BuildExportModel and HModelCache::BuildExportModel are probably buggy.
  4. 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.
  5. I might take a stab at LSCM unwrapping after I've tackled it in my own project, but I'm not promising anything.
  6. 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.
  7. There are no "splines" or "polygons" at the renderer level really, just sets of point-based input data for the shading algorithms.
  8. 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.
  9. nemyax

    GPU Slave?

    HAMR probably uses the pre-shader era fixed functionality pipeline.
  10. 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.
  11. nemyax

    GPU Slave?

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

    GPU Slave?

    Not necessarily. It's faster that way but it isn't a hard requirement with modern shading languages.
×
×
  • Create New...