sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Make the importing of UV coordinates possible


Heiner

Recommended Posts

Hello there,

when a decal in AM is done, it gets saved in the AM model or project file in a special decale section. I did not analyze this entirely, but the info here must be the nr of the patch, the cps involved, the positition of the cps in the xy space, and that should be it.

This equals basicly UV coordinates as they are stored in an .Obj file.

Now it comes: If it would be possible, to parse the UV information of an .Obj file into the file format and the order as it is represented in an AM model file, it should be possible, to get the UV information out of an .Obj file and integrate it into the AM file by putting it at the correct position in the file. As far as I know, the cps get unique ids in AM and when exported, they keep these. So they stay untouched in the .OBJ, and as long as there is only UV operations done, they should not change and therefore stay compatible to the format and order they are stored in an AM file .

 

If that would be possible, the of creating UVs / Decals for AM models could be done outside of AM, in a dedicated software which uses the LSCM algorythm (like Blender) and then the created UV layout could be integrated in the AM files.

 

Just an Idea, maybe one of the coders in the comunity wants to look into that ...

 

Besides, can someone tell me where to find the troer obj importer exporter?

 

Cheers

Heiner

Link to comment
Share on other sites

  • Replies 3
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Unfortunateley it is not all that easy.

Like I said, the data needs to be parsed and changed from one formating into another.

After I looked deeper into the matter and compared .obj and AM, I found another showstopper.

The notation in .obj is simply:

 

vt 0.000000 1.000000
vt 0.249267 1.000000
vt 0.249267 0.000000
vt 0.000000 0.000000
# 4 texture coordinates
This is a simple square with 4 cps. In AM it gets more complex (used the same shape as above):
0 1 2 8 7 0.00459129 0.00479008 0 0.334797 0.00479008 0 0.665002 0.00479008 0 0.995208 0.00479008 0 0.995208 0.334793 0 0.995208 0.664796 0 0.995208 0.994799 0 0.665002 0.994799 0 0.334797 0.994799 0 0.00459129 0.994799 0 0.00459129 0.664796 0 0.00459129 0.334793 0
Thats the notation vor a stamp in AM. 12 pairs of numbers. The bigger complexity is certainly due to the nature of the splines.
So, and thats is also the point where I have to leave the matter because it gets too complex for my little artist brain ...
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...