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Re: [Plugin] Import von 2. UVMap / Import of 2nd U
[Re: JetpackMonkey]
#119595
04/18/07 17:20
04/18/07 17:20
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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psyco is a just in time compiler for python which makes python a bit faster. i think you mean the cgkit library? cgkit doesn't support collada or fbx. it would be great if there were a python wrapper for the fbx sdk somewhere but i didn't find one. i am no fan of c++ but maybe i will look into the c++ fbx sdk. <edit> hm... i wonder if the ma stands for maya ascii here and if it really is maya ascii how well it works since i guess it's a pretty complicated format. seems to be new. </edit>
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Re: [Plugin] Import von 2. UVMap / Import of 2nd U
[Re: JetpackMonkey]
#119597
04/19/07 07:09
04/19/07 07:09
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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Quote:
Note: The MA importer is still work in progress.
i tried it and it had problems with my simple .ma files i exported from modo but once it is more mature it wouldn't be much work to make a real maya scene converter out of the obj_splitter. probably the tool could have much more features then since .ma contains the scene hierarchy with transformation nodes and it supports multiple uv-sets and such things.
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Re: [Plugin] Import von 2. UVMap / Import of 2nd U
[Re: William]
#119601
04/30/07 12:04
04/30/07 12:04
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Joined: May 2002
Posts: 7,441
ventilator
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Senior Expert
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Posts: 7,441
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it means that the python tool won't be needed anymore. i already have a mesh generation algorithm which works in c now. unfortunately it's brute force and quite slow (~15 seconds for a 20000 polygon mesh) but i don't think it's a big problem since the result can be saved. doing an optimized version in c would be too much work. in python there are data structures which make it easy to make a much faster version even with python being an interpreted language but using an external tool is a bit cumbersome. i think it's nicer to have everything in the plugin. there will be 3 dll functions: Code:
dllfunction ent_exportmesh(entity, filename); dllfunction ent_importmesh(entity, filename); dllfunction ent_loadseconduvset(entity1, entity2); // this part got done by the python tool previously Code:
// example 1 // load model with texture uv-set e1 = ent_create("landscape.mdl", nullvector, 0); e1.material = mtl_lightmap; // load model with light map uv-set e2 = ent_create("landscape_lm.mdl", nullvector, 0); // generate and assign a new mesh with both uv-sets ent_loadseconduvset(e1, e2); ent_remove(e2); // save mesh with both uv-sets for faster reuse ent_exportmesh(e1, "landscape_lm.mesh"); ent_remove(e1); // example 2 // if you already have the mesh file you can load it like that e1 = ent_create("landscape.mdl", nullvector, 0); e1.material = mtl_lightmap; ent_importmesh(e1, "landscape_lm.mesh");
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Re: [Plugin] Import von 2. UVMap / Import of 2nd U
[Re: ventilator]
#119603
05/01/07 05:29
05/01/07 05:29
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
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Expert
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Quote:
Re: [Plugin] Import von 2. UVMap / Import of 2nd U [Re: William] #749340 - Mon Apr 30 2007 02:04 PM Edit post Edit Reply to this post Reply Reply to this post Quote Quick Reply Quick Reply
it means that the python tool won't be needed anymore.
i already have a mesh generation algorithm which works in c now. unfortunately it's brute force and quite slow (~15 seconds for a 20000 polygon mesh) but i don't think it's a big problem since the result can be saved. doing an optimized version in c would be too much work. in python there are data structures which make it easy to make a much faster version even with python being an interpreted language but using an external tool is a bit cumbersome. i think it's nicer to have everything in the plugin.
there will be 3 dll functions:
Code:
dllfunction ent_exportmesh(entity, filename); dllfunction ent_importmesh(entity, filename); dllfunction ent_loadseconduvset(entity1, entity2); // this part got done by the python tool previously
Code:
// example 1 // load model with texture uv-set e1 = ent_create("landscape.mdl", nullvector, 0); e1.material = mtl_lightmap; // load model with light map uv-set e2 = ent_create("landscape_lm.mdl", nullvector, 0); // generate and assign a new mesh with both uv-sets ent_loadseconduvset(e1, e2); ent_remove(e2); // save mesh with both uv-sets for faster reuse ent_exportmesh(e1, "landscape_lm.mesh");
What would the work flow be for a model already placed in WED, with an action assigned to it? Would it be like this(considering all your lighting meshes have been properly merged)?
my.material = mat_light; ent_importmesh(my, "landscape_lm.mesh");
Is ent_importmesh basically just like ent_morph? Instead, just changing the existing mesh with the 2uvset one?
P.S - I like the idea of not using python, by doing everything in the plugin, it will indeed be much faster. Ability to save the merged mesh is also very good!
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