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Posts posted by nemyax
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I have updated the script for Blender 3 and edited the first post accordingly.
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I have updated the script for Blender 3 and edited the first post accordingly.
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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).
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rijklau
I haven't updated the exporter for Blender 2.8* and later. Blender 2.79b is the latest supported version. Can you run your models through 2.79b?
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"BAD" replaced by "GOOD"?
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The choice of colour for the clouds maybe?
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On 9/15/2019 at 7:15 PM, robcat2075 said:
There is a more glaring problem remaining
Weird perspective on the hangar?
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I was hard pressed to find any decent 3D game at https://godotengine.org/showcase. I wonder if the engine is even suitable for anything other than feature demos.
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robcat2075
Looks like it's a matter of batch-replacing "SEGMENT>" by "NULLOBJECT>" in your selection of lines.
And I think Notepad++ supports Python too.
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On 2/9/2019 at 12:46 AM, robcat2075 said:
Can load an A:M text file
Can save back out without creating an "invalid file" for A:M
That's a tall order, because A:M markup isn't real XML.
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John Bigboote
Wouldn't the autoscaling affect the weighted CPs? The results could be ugly at the joints.
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Rodney
Did you just call a troll a troller? =)
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would it be all right with you if Steffen would include this plugin in the official distribution of A:M?
Certainly!
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HModel::BuildExportModel and HModelCache::BuildExportModel are probably buggy.
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And for the tail, I think you will find useful the splineIK constraint.
IK won't give you any overlap. Offsetting keys would work better.
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TopsyTriceratops
You can PM me if you want.
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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.
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Next step: port it to OpenGL =)
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I think that is very cool but I don't know enough about Blender to even try it.
I might take a stab at LSCM unwrapping after I've tackled it in my own project, but I'm not promising anything.
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After the initial vertex shader is applied OpenGL dives into tesselation.
As of OpenGL 4.0 programmers gained the ability to assign additional vertices as GL patches.
So since 2010 programmers were no longer strictly constrained to triangles and strips of triangles.
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.
It's those other programs getting into A:M that has been the problem.
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.
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Which makes me think that it's the converting of splines to polygons that is the issue with rendering in A:M.
There are no "splines" or "polygons" at the renderer level really, just sets of point-based input data for the shading algorithms.
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I don't know what percentage of revenue Steam would want to shove in their pockets but I would think it would still boost the user base and make it worthwhile pursuing features in our wish lists such as LSCM for unwrapping models to make texturing easier.
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.
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HAMR probably uses the pre-shader era fixed functionality pipeline.
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in the FAQ it is stated that EEVEE supports animation but then later specifically states otherwise.
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.
MDL exporter for Blender
in 3rd Party Programs, Utilities and Products
Posted
DrPhibes
It already exports bones. See the documentation:
https://sourceforge.net/p/blendamajigs/wiki/Animation_Master_model_exporter/