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Hash, Inc. - Animation:Master

nemyax

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Posts posted by nemyax

  1. If you use Blender as the middleman, you won't get the exact same curvature as a direct data path would give you. Hash geometry is Hermite patches over Bezier splines (or the other way around, or something like that anyway), but Blender would output SDS.

  2. success appears to be largely based on Blender's access to SubDiv routines

    It has nothing to do with subdivision.

    All I'm doing is looking at the valency of vertices. If there are four edges at a vertex, it's an intersection of two splines (the adjacent faces tell us how exactly the splines cross). If there are 3, 5 or more, it's a terminal point for multiple splines. If there are two, it's just a CP in a spline. Patches are created from existing faces that are valid for that purpose. In a good subdiv model, they'll all be quads and therefore valid.

  3. Rodney

    The solution can be derived from the examples that rodger_r posted:

    1. Run a closed loop around the patches that contain the "pole" CP.
    2. Delete everything inside that loop and build a grid-like pattern with a similar shape.
    3. There's an extra spline that doesn't have a match. Hook it.
  4. Thanks for the replies, folks. Very interesting.

    I note that in your attachment all of the cases are odd (3, 9, 5 and 15 respectively) .

    What really matters to me here is how many splines (except the case of 4) converge at the central point—what they call poles in subdiv modelling. I only showed five- and three-edge poles.
    Such poles are common in subdiv models, and it's a best practice not to let your pole have more than five edges if anyone can see it. So that's what you get when you bring subdiv models (good ones, mind you) into A:M: poles with valency 3 and 5 all over the place. Because A:M treats these spots so differently, it would be nice to have a way to respline them that everyone's happy with.

  5. I suppose all of you have had to fix bad spline flows like the ones in the attached image to avoid those ugly creases. (I mean actual modelling, not porcelain.)

    How would you correct each of these cases? How would you like to be able to do so with a single click? Is there a recipe that would suit everyone?

    bad-topo.png

  6. Rodney

    In any viable conspiracy scenario, there needs to be a centralised system. Which bitcoin is not.

    If you're wondering what goes on during mining, look at the code in some open-source mining software.

  7. It would be so cool to take an AM file and convert the patches into nurb bodies or bring nurb patches and convert them to AM patches.

    Not really feasible, here's just a couple of reasons:

    • NURBS patches' parametric texture coordinates versus A:M's UVs
    • NURBS patches' arbitrary trims—you get nothing of the sort in A:M

    There are a million other reasons when you start thinking about it.

  8. This topic is for everything related to interchange of data among 3D programs. This forum has a few tool-specific discussions going, but there's no "catch-all" topic for sharing such knowledge.

     

    I'd like to start with this little curiosity:

    https://heimlich1024.github.io/OD_CopyPasteExternal/

    It's a very simple idea:

    • "Copying" means converting geometry in your source software to some text in a custom format and writing the text to the system clipboard
    • "Pasting" is the reverse—reading the system clipboard and converting the contents to geometry in your destination software

    Essentially it's import/export, but with the clipboard instead of files. My first reaction was "why not just read and write OBJ then?" but apparently the proposed format supports more stuff than OBJ does.

    We'll wait and see if this format (and method) gains traction.

     

  9. Of more interest to me would be that of getting models back into A:M and again, Blender may be the ideal route.

    The only thing that's lost in an A:M→Blender→A:M round trip is hooks (they turn into CPs). Otherwise it's the same geometry.

    However, if you're already working with that pipeline, you'd be better off using Blender's built-in 3D painter instead of the Microsoft toy.

  10. SO- nemyax's new updated plug-in (as seen in post #32 of this thread)- would do animations from A:M to Blender to SketchFab?

    Yes, it should.

     

    However, some basic animation is supported by Sketchfab although I can't speak to the current import/export processes's success.

    Here's a relevant page:

    xhttps://help.sketchfab.com/hc/en-us/articles/206223646-Blender-Animation

    Thanks for this info. The feature set described on that page is more than enough. It looks like you can safely skip FBX if you take the A:M→.xform→Blender route.

  11. Update 0.2.20170410

    The add-on now supports two kinds of bone orientation. Bone animation import is also available through a custom format (.xform).

    I've been meaning to add animation import for a long time, and initially I thought I could rely on A:M's built-in baking feature. But I was frustrated by A:M's baker, because it couldn't record constraint-driven transformations properly. Then I thought I'd write .blend files with baked animations straight out of A:M, but that's just too much trouble: the .blend format is a major pain to write unless you're Blender. So eventually I settled on a simple custom binary format and made an exporter for it.

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