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PopaR

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About PopaR

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    http://nanoether.deviantart.com/
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Previous Fields

  • Hardware Platform
    Windows
  • System Description
    Custom: ASUS M3A78-T, AMD9750 qc, ATI Radeon HD 330, A number of hard drives (switched to SATA), DVD-R/RW (ATA), Trackball, Wacom tablet, Logitech G6 gaming mouse, not enough RAM (when is it ever enough)
  • Self Assessment: Animation Skill
    Unfamiliar
  • Self Assessment: Modeling Skill
    Knowledgeable
  • Self Assessment: Rigging Skill
    Unfamiliar
  1. An import plugin should be able to convert all of a models assets or references to assets to something that AM understands. Likewise, an exporter should convert the AM references or assets into something that is understood by another program. The ideal should be the ability to convert a file to a mdl, then take that mdl anb convert it back and have the original program not see a difference. However, taking the development of a plugin in steps allows the chance to test the parts and allow others to test the parts. It also allows others to build upon a started but dropped project, or improve a part, without starting from scratch. Some exporters may need helper plugins to ensure that the assets of the mdl are correctly placed, or meet the standards of the target format. At some point, it may become possible to integrate the seperate helpers into the export process, at least as final checks, to make sure that it will perform as intended. Sorry, didn't mean for the tone, didn't notice until I reread it a few days later. And I hadn't noticed that Rodney had given some sample milestones.
  2. Guess I may as well put my two down. A nif import/export Which will require at least one helper plug in and recently, A new bake texture. I get why the generated texture is flipped, and I think I know why most of the patch maps are rotated, but I will have to dig through the code to find a real solution.
  3. Opened up the sdk, now all I need is an "Animation: Master in a Nutshell" book and I'm set. Thought I'd lucked out, found a few old webpages that I'd copied from Yves' site in 2011 that gave the syntax and calls. Unfortunately, I only have a few pages. So it looks like I'll be doing it the hard way.
  4. The normals issue can be vexxing one, I've set my default to not show backfacing patchs. But I still have to manually go through the model to check it, and sometimes they seem to flip for no reason. In fact, one of my mouse buttons is set for F(flip normals)/Shift+P(select patch). There is a refind normals function when you right click in the modeling window, but it goes away when you select a patch. It seems to me that you could use a selected patch to find the correct front face. Back to the emitter idea. some issues to address: Placing the emitter - if it is a temporary object created by the plugin, it has to be persistant until activated to allow for correct placement (switching through at least two views, and being moved repeatedly), and possible multiple uses. Keying the emitter(s) - the emitter may need to be keyed to an object, otherwise nested or complex objects may be affected. Take a head as the example, often the eyes and interior of the mouth are seperate objects with some normals that face into the head. These patches may be exposed to the emitter, flipping some of the normals incorrectly. Holes - holes in the model could expose exterior parts of the same model to the emitter, flipping them incorrectly (you hid the mouth and eyes, but now the emitter hits the eyebrows and nose) I'm not saying it is not something to think about, just that there are potential problem areas that need to be worked out
  5. So that the "Starting to write hxts" (https://www.hash.com/forums/index.php?showtopic=47624) topic isn't flooded by what is wanted, I created this topic. Feel free to post things that you'd like to see developed here.
  6. I want to write an importer/exporter, I have VS6, and have downloaded the SDK. Are there any other suggestions, cautions or tips? This topic is geared for starting to write plug ins, not on which ones are needed. If you have a plug in you'd like to see, post it in this topic: https://www.hash.com/forums/index.php?showtopic=47625
  7. The meshes used by poser are obj, just browse through the meshes folders and import. You will not have any of the features, but yo'd loose that anyways. If the mesh has a template you can use that to resurface the model. I was considering using a pose slider to allow me to change the texture maps. You do have to watch out for the huge amount of patches that may be imported, which can slow you down until you trim most of them away. This is better then running an export from poser, as poser seems to add splines when exporting to obj (or 3ds), not a problem for those two programs but it will throw an error in AM. Figures are a problem, as most of their figures are just tweaking the sliders or changing the textures, in this case I would export only the part of the model I wanted, like the head, minus eyes and insides of mouth; I'd pull both from my morgue (still working on a mouth I can live with)
  8. Found this: by Jeff Paries http://www.digitalproducer.com/pages/explosions_in__animationmaster_.htm It's AM98, so a few things have changed. He has links to an mpeg & the project file. This tutorial is for a space based explosion
  9. Corel does this with their programs, they use the registry to point the explorer shell handlers to some shell extensions. The nice thing about doing it this way is that anything based on the explorer shell inherits this functionality, which means that the existing open/save dialogs would gain this ability. It does require some different registry entries for file handling, but it does not require rewriting the base program. It does require a thumbnail to be saved, which AM provides for. I found the dlls corel uses here: Program Files>> Common Files>> Corel>> Shared>> Shell Extension there are 2 dlls: ShellExtEN.dll & ShellXP.dll I think under win standards you'd change Corel to Hash & add the needed dlls, then make some registry changes. Another nice thing, this could be made available as a separate install until the next major update. The capability to create icons still exist, it's only used in the file properties as "preview" and if you add it to your library it would be visible there (but only there). In a model window, right click, on the context menu it's just above the views option and is grouped with add to library.
  10. I'm using WinXP, and I have v17. I'd like to be able to browse my models (that have thumbnails) with win explorer, this would also allow browsing with thumbnails in the open dialog box. So, any ideas?
  11. Actually DirectX supports NURBS, B-Splines and Bezier Curves (I believe AM uses bezier curves), the problem is that not all video cards support these. Source: Focus on Curves & Surfaces by Kelly Dempski, ISBN 159200007X I have been trying to find out if any video cards support beziers, so far the only thing I found is that NVIDIA iwas interested in implementing them (from a CPU printed in 2002 or 2003) Note that DirectX probably has some issues, I do know that it didn't support many of the tricks you can use on NURBS & B-Splines. You should also know that OpenGL supports patches (which is why it's default). As suggested by Martin in other topics, download & use the SDK to use AM mdls, as this allows you to leverage the format without having to parse the files yourself.
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