Malo
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I have not study the UV yet... but no, it is not the same Cps. I will see that and give the solution.
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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.
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 ):
Hooks is different... but I have not find yet the explication.
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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.
Imagine that the patch consists of 4 splines that rotate counterclockwise around point ABCD .
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 :
Imagine that you can combine them.:
All the combination between 0 and 120 :
For 5 patches it is the bitfield + 1, but I have to go deeper. -
Nice work nemyax!
Good idea to continue splines, where the links problems is.
The calculation is fast it's really good!
Thank for your work!
I would like to help you to found the bitfield, but I stopped there my understanding of the format.
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If you want, you could send me a simple MDL model converted with your converter, I will study what is wrong in the UV and patches.
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I have to go to work... I will take a see In the format again this night.
But have you try to open your mdl model with an older AM (before V17.... ) Because before V17, AM corrected the bad patches.
Have you try to open your model via "import" in a window's model to see if you have the same result?
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This is a beautiful beginning!
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The normals in a mdl format.
is writing in the patches as this :
808 16 19 18 16 X X X X 0the 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
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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)
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Nice! That's work, thanks! Good job.
But as you say, helas, the AM's Obj importer break ngones.
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That helps, David! Thank again!
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Thank you all for your answers !
I'll study it all tonight. -
Good evening everyone,
I am looking for a way to give the same size of a bone to another bone by the constraints or expressions. Anyone know how we do it? -
good news!
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Nice work!
I have not 3DCoat , so I could not do testing, but have you found a way to not break the topology hooks and patches to 5 sides in futur?
Again congratulations.
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thank you for your answers. I'm going to experiment by changing in AM before converting . I'll also see the code of export .X how it's done .
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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? -
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). -
thanks you!
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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 . -
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.
MDL format details needed for exporter development
in 3rd Party Programs, Utilities and Products
Posted
It seem to be that : when the coordinates of Cps are written in the splines, there are two kind of CPs: those that are tied and those that wear the coordinates. For Uvs, you must only use the CPs that wear the coordinates.