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Malo

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Posts posted by Malo

  1. Happy that help you.

    Note that this only works if you follow the orientation and that we take the CP of the new spline at each crossing.

    niverennadur.png

    If you write : X 1 2 5 7, the bitfield will be different.

     

    Here are some of the code for the patches to 5 sides (same note for the patches with 4 sides, follow the orientation and take the CP of the new spline at each crossing ):

    Pemp.png

    Hooks is different... but I have not find yet the explication.

  2. Hi nemyax,

     

    I think I understand some of the bitfield .
    this explanation of the bitfield is for patches with 4 sides (or 3 sides, because in reality it is a 4-sided patches )
    To understand this, we must know that there is a direction for each splines.
    spline.png
    Imagine that the patch consists of 4 splines that rotate counterclockwise around point ABCD .
    orientation.png
    Imagine that the black arrow rotates in the counterclockwise direction, and green clockwise on this picture.
    Imagine that AB BC CD DA have as bitfield 8, 16, 32, 64 :
    ar4.png


    Imagine that you can combine them.:
    24.png

    All the combination between 0 and 120 :
    hollad.png

    For 5 patches it is the bitfield + 1, but I have to go deeper.

  3. The normals in a mdl format.

    is writing in the patches as this :


    808 16 19 18 16 X X X X 0

     

    the last numbers ( where i write "X" for the example) are the number of the lines of the

    a number for each CPs of the patches

     

    For example if the patches is writing as this :

     

    X X X X X 2 4 1 3 X

    The normal for the first CP is the second line of the section

    The normal for the second CP is the fourth line of the section

    The normal for the third CP is the first line of the section

    The normal for the fourth CP is the third line of the section

  4. Good idea!... Have you an idea of the way you will do it? Export an high subdivision or a low subdivision, with textures, bones...?

     

    I have try some bridges from AM to Blender, but helas, I have not your talent for programming, but perhaps It can help you :

    https://www.hash.com/forums/index.php?showtopic=46571&hl=

    A little htlm5 program (make with construct2) to correct lowObj Obj exported from AM, before imported it in Blender(without use Wings3D) : http://treser.net/AMStudio/AMStudio2014/Obj2Obj.zip

     

    (Sorry for my english)

  5. hello,
    I don't know where to post this question. I don't know if someone will have a reponse :
    I try to export animation of the cameras and the lights to Blender.
    It works, but I having a problem of trigonometry for rotations. AM uses XYZ axis while Blender uses XZY axis. So quaternions must be modified.
    Being ignorant of trigonometry, I don't know how to do it. Is there a simple way to change this quaternions?

  6. hello,

    I do not know if this can help:

    for exporting to Blender I needed to export obj patches without subdivision, without holes and with patches with 5 sides.

    What I could have found that the triangles are bad writing when exporting:

    Type f V1 V2 V3 V1 (As patches CP1 CP2 CP3 CP1) which created with holes for export. By rewriting its triangles f V1 V2 V3, the problem is solved.
    Note that the subdision triangles in AM is different that in the polygon programm, because the triangular patch is a patch to four sides of which one side has no length. so that the subdivision is not ideal for export polygonal because it lost loops.

    For 5-sided patches exported, I reattached the lines:
    f V1 V2 V3 V4
    f V1 V4 V5 (oddly its triangles are well written)
    in
    f V1 V2 V3 V4 V5

    For hooks, I did not look for solution. I thought convert Ngons but when subdision this could give more than 5 poles edges, which is not great.

    Not being a programmer I used Construct2 to make a small program to correct its convertion problems, here are the files in a zip HTLM5. The program is very slow! But it works with last obj exporter (AMV18).

  7. Hi John,

     

    The rig is Extracted from exported BVH's MakeHuman , using a PHP script writing with one of my brothers in 2010.
    For the weigts, the solution would be to create a converter that would import the mesh, the Uvs, groups , bones and weigts ... which is quite possible , if the model contains only quads and intersections to 3,4 or 5 poles, like what modeler's MakeHuman do , and new tools for automatic retopology do too .
    Yes the model is too dense ... that's the risk to convert polygonal models not designed for AM , or who have not been retouched .

  8. Hi Ken,

     

    No, no editing of splines.
    Edit splines in AM make lost UVs , and make to have to close 5 patches sides.
    The conversion is not difficult . ( I will create a video to explain how to do it, when i will have more time.)

    The difficult come that you must use more programms to do it, and then it looks complex.

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