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About rasikrodri

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  • Name
    Rasik Rodriguez
  • Location
    Alexandria, Virginia

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    Windows Xp , NVidia GforceFX5600, 780MB Ram

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  1. Yes please explain the code, only if you have the time. The is no rush, I understand that you are busy.
  2. Actually if they can be treated as props when it comes to shading, that will do. Maby adding a button to set it to display and render as prop.
  3. Anyway: I think the idea of rasikrodri is very valuable... using peaked, non-continuous patches to recreat polygones should get rid of many problems we are facing currently. I'll asked Steffen about the smoothing-algorithm for final rendering... since those are really around for a long time now, I can see that work quite easily... One problem I can see with that is the refind normals calculation time (that will take a long time for heavier models) but maybe if you declare a group as peaked / non-continous it could work faster? I am not sure about that... See you *Fuchur* Not only for final rendering but for real-time rendering too, I think it is very possible because if you see the next screen shoots the first one is real-time and the second one is rendered the third one is the wireframe and solid real-time. They the same thing, it seems that AM uses the same algorithm in final render and real-time render in this kind situation. This time is textured, my program can build the stamps too. But I haven't have the time jet to do some refining and add more stuff to the Collada converter. This is all fun but requires time.
  4. To be sincere I dislike other 3D modeling packages. I had to use blender before and Cycles rendering engine is amazing, which is actually open source and in is being separated process from blender, meaning it ould be integrated anywhere. It also has to many things. It is just plainly a Moster that has to be used and digested as a Monster. I the other hand for me AM feels like a Kitten that has a Monster inside. But you don't see the Monster, you are always working with the kitten part o the Monster. What I mean is, AM is so well organize that does not feel overwhelming at all, in comparison to practically all the other 3d packages out there. It seems that AM is stable and has all the necessary features to work with itself, meaning that It would be nice if all development efforts were directed towards closing the gap in working harmoniously with other programs.
  5. What format do you have in mind that has geometry and bones? Collada file format, I am already loading geometry in my program from collada. But you have already created an exported from blender, meaning if you modify it and make it work as I did, it will be amazing. And I am actually not creating the patches, My program generates the splines and connects them very efficiently, it also generates a data file. Then I load the model in Am, let it generate the patches, than reload it in my program and attach all the other extra info using the data file that it generated. Actually I am writing the code in a way so I can make it public and you could develop you own file converter, by referencing my code and just passing lists of vertices, etc.
  6. This is a test of an obj polygon elephant converted with my program. All the polygons are there. There is no spline continuity. I am using flat patches, with all their cps set to smooth, all the patches are connected and they share splines, all the splines have 2 cps. And I have turned "Average Normals" ON The average normals wold need to be tweaked to really make that mesh smoother. Anyway, I don't know if I will have time to play with this any further, but I see that it is possible to bring a polygon mesh as a polygon mesh into AM, with textures and if you want bones and weights, and maybe more. I was able to bring hi-res meshes fairly fast and easy. But for rendering I think a subdivision technique like the one that pixar released for free would be wonderful, ust t make sure it look as smooth as possible. I never thought on converting AM into a polygon modeler, but it would be great to be able to import meshes from MakeHuman and Daz Studio, because you could pretty fast design humanoids using genesis in Daz Studio and they will be animatable. And of course all those 3D meshes that are for free out there that you would want to animate. Elephant.mdl
  7. In the stamp I can see some of the cps of the model, and the look organized but the stamp for some reason does not have all of the cps. All of uvZ I am entering as zero, is that fine or do I have to calculate uvz, I don't understand what is for, as I understand uvs only contain x and y.
  8. In actualatity I want to create a file converter that keeps the uvs, the bones with weights, and if I have the time, the morph targets as pose slider. The thing is I do not want to keep trying to convert meshes to AM splines, they look good with polygons because they were build with polygons. I am trying to just bring those meshes into AM as they were created, but animate-able. Apart of being a hobby, I would like to submit an AM request, but I wanted to show something first. The request would be for someone to create a shader to display flat patches that are connected as smooth like polygons do, and hopefully a real-time version will be added to AM. But I am building the converter in a way that I can release a simple dll that anyone can use to incorporate any new mesh file type that I haven't added to the program. And they can do it even using Visual Basic. I can already convert the mesh into a model. Because I work 8 hours a day I skipped the patch creation code(because I was having problems with it) but instead I am letting Am create the patches for me. Then I reload the model with the patches and all the uv, normals etceteras, are added into the model file . Right now I am trying to calculate and write the uvs the correct way. I can see some patches with the texture but some not. This is what I understand about writing uvs in model file: The first number is 0 after that comes the main cps(the ones that contain the x,y,z position) After that comes each uv of every cp, with 2 uvs in between them But when I check the stamp I do not see all the cps of the model there, for some reason not all of them are being adeddto the stamp when AM loads the model. If you could help me with this I will really apreciate it and it will be done much faster, because as I understand you were able to write the uvs correctly
  9. Thank you guys, now I understand it more how the patches are created, as soon as I write the new code I will let you know.
  10. Ok, I think I am understanding now, but why did you use cp5 instead of cp4 in the first patch. And again you used cp3 instead of cp6 in the second spline?
  11. In the example you wrote the one with 16 is calculated using only 3 splines, in the one with 8 you only used one spline to calculate it why? Thank you for your patience and willingness to help!
  12. But I see that Malo does not always use all the splines of a patch to calculate the bitfield. Do you know why?
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