Styler
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Posts posted by Styler
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Can somebody help me with description of class "Bone" (not a HBone)? I need .h file to wrap it.
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yes, I think so
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>> What A:M functionality will be exposed?
I'd like to expose as much as I can. Fully wrapped API + Python modules.
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hato3dc_win32_beta3.zip
hato3dc_win64_beta3.zip- Fixed issue with importing textured object to 3D-Coat
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Fuchur, thanks for feedback!
For now i have one issue with importing textured object into 3d Coat, so mesh will come without textures (i'm working on fix). I'd like to know more opinions about the tool and what i can fix/add. Thanks!
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Now should work. Use files from new archives and follow readme instructions. You also need to install Visual C++ Redistributable for Visual Studio 2012 if you didn't install it yet.
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Ok, I'll check on clean virtual machine
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I believe that you need to have new MFC libraries in your system, sinse I use VS2012. Here is a link to archive. Can somebody test it? Copy them into proper windows folders
for 64-bit OS
System32 -> c:\Windows\System32
SysWOW64-> c:\Windows\SysWOW64
for 32-bit only
SysWOW64 -> c:\Windows\System32
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I was on vacation, gonna back to work soon
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please check dll dependencies with http://www.dependencywalker.com/. looks like some runtime libs are absent in your system
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did you copy libfbxsdk.dll to A:M binaries root?
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Fuchur, try to install vs runtime libs http://www.microsoft.com/en-us/download/details.aspx?id=30679
pixelplucker, yes with Andrew
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yes, it's correct
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in file data arrays, yes. if another app that does import geometry will slightly change ordering of polygons on the way back...
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relying on what? control points positions? i think too much of conventions. it must be simple and robust solution
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yes, this is a part of the problem. not only with patches, there are some others: ordering of polygons, control points, mapping and etc. i can save all necessary extra data, but it will be lost on the way back. painting app should return everything in the same order, otherwise saved data will be not valid.
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Where can I see 3DPaint in action?
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I think it's possible. I have some thoughts how to do it.
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Can you make single unwraped UVSet in A:M? It's kind of possible only in this case. (hmm, actually the great idea for next plugin =))
Note from moderator Robcat2075: Styler, Sorry! i accidentally ruined your post while trying to reply to it. see below.
If you can recall it and want to re-post it that is fine.
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I notice that at the end Thom has some bad patches. Is that something you hope to fix?
There's no an easy answer for this. As you know A:M has specific things such as 5 point patches (5pp) and 4pp with hooks. After polygonization everything goes to 3-4 poly faces. I managed to turn them into 3-4-5 poly faces, so they look exactly like in A:M.. But, on the way back to nurbs you have to know which 5 polyface is it: 4pp+hook or 5pp (and of cause we lose all in/out tangents). WIthout extra information it can't be done properly, 'cause the way how A:M builds patches is very sensitive to their ordering. I tried different approaches and couldn't find robust solution. In plugin I use generic way nurbs->poly->nurbs with using helper functions provided in SDK + some fixes, which is not the best way. That's why we have all these crazy stuff if some of 4pp+hooks or 5pp has been found in model. I think, that more accurate result we might reach with using only 4pp.
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Nothing is really simple in H:A world without proper docs. But I have some results
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I just removed all old clips first. seems like works now.
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Hi guys,
I'm doing import a new model with updated textures into HA and it doesn't reload them until I do any operation relative to textures (open for view, hitting 'render' and etc.). How to update them via SDK?
A:M Script Editor
in General Discussion / Archives
Posted
[solved] ok, apparently Bone and HBone it's the same class