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Re: unity 3 [Re: AlbertoT] #349198
12/04/10 23:25
12/04/10 23:25
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Originally Posted By: AlbertoT
well
You would admit that 3dgs is more easy friendly
You click on the vertex and you get your index
that's it


Well i mentioned it many times already... here to make it easier for you:

3DGS version:
1) Open Med
2) Select the vertex you want to manipulate
3) Write the ID down so you remember
4) per script call your vec_for_vertex or whatever using the ID

Unity version:
1) Open your Model Editor
2) Select the vertex you want to manipulate
3) Write the ID down so you remember
4) Per script call your vertices function using "mesh.vertices[ID]"

Got it? Okay?
I'm not thinking in black and white (funny that i am saying this :O) but i just dislike it if conversations are like this:
Person 1: "Feature A is easier in Engine B than C"
Person 2: "No it's not you can just call this and that the same way"
Person 1: "Anyway it is SO MUCH easier in Engine B!"

Which isn't true. It might be i tiny slightly bit easier if you consider that you first need to store the vertices array in Unity before using it

Vector3 myVertices = mesh.vertices;

But that's it and as Slin said, it has other parts that makes it "SO MUCH" easier using Unity than 3DGS.

I never ever wanna start those engine a vs engine b conversations since they are just stupid, but if i feel that someone is spreading wrong information, i can't help and convince them they are wrong laugh


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Re: unity 3 [Re: Captain_Kiyaku] #349201
12/04/10 23:49
12/04/10 23:49
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
Does your model editor supply also the ID to put in the Vertices[ID]
to retrieve the vertex coords ?
May you tell me what application are you using ?

Nobody understood your explanation
You quoted my answer to Ventilator but the working solution proposed by Ventilator it is not what you said
I suppose that also Ventilator assumed that from a generic modeller you can get the local coords only
To find the ID's you must write, as he said, some lines of codes

btw I am still using version 2.6 because 3.0 has been reported to be buggy
My version does not have a built in model editor while 3.0 has
If in version 3.0 you get also the ID , fine the problem is over







Last edited by AlbertoT; 12/05/10 00:35.
Re: unity 3 [Re: AlbertoT] #349204
12/05/10 00:33
12/05/10 00:33
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Yes it does, that's what i keep saying here over and over again.

First, i don't think you can speak for "everyone" so please don't make statements like "nobody understood your explanation".

Second, because i'm such a nice guy, i've made a simple test for you in C4D and Unity. The code i used is following:

Code:
using UnityEngine;
using System.Collections;

public class moveVertex : MonoBehaviour 
{
	public int vertexID = 0;
	
	
	void Start()
	{
		Vector3[] myVertices = GetComponent<SkinnedMeshRenderer>().sharedMesh.vertices;
		
		myVertices[vertexID] = new Vector3(0, 3, 0);
		
		GetComponent<SkinnedMeshRenderer>().sharedMesh.vertices = myVertices;
	}
}



It just moves the vertex by 3 units up.

Here is the selected vertex in C4D:


Here is a shot from unity using the model and i assigned my script to it and changed vertexID to 105, the one i selected in C4D:


And voila, running the game moves exactly the same vertex!



Questions? Still something to complain? Thanks.


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Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

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Re: unity 3 [Re: AlbertoT] #349206
12/05/10 00:51
12/05/10 00:51
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
AlbertoT, please continue complaining.
I love those minimal tutorials of Captain_Kiyaku! Woohoow! grin
(While I am still working with 3DGS because of running projects, I can't wait to work with Unity. In the meantime, these tiny little explanations and tutorials are giving me the feeling that, once upon a time, I will do with Unity what I already achieved in programming with 3DGS.)

Hm, I'm thinking about the next theme... wait! You can't paint on multitextured terrain in Unity! tongue wink
(Hope, you don't mind my comment, Captain! Errm, "Dichotomic"? What sort of title did you get there, and which moderator gave it to you?)

Re: unity 3 [Re: Pappenheimer] #349211
12/05/10 02:06
12/05/10 02:06
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline
Serious User
Toast  Offline
Serious User
T

Joined: Sep 2007
Posts: 1,093
Germany
Interesting news for pupils and students:
You now can get Unity Pro, Unity iOS Pro or Unity Android for just 99$ as educational version...

I really like their pricing policy. Let's see if this will affect the 3DGS policy too... wink

Re: unity 3 [Re: AlbertoT] #349212
12/05/10 02:32
12/05/10 02:32
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:
the first approach should work but you can not draw all the indices at their location at the same time
it would be a bloody mess
of course you won't recognize much if you view the whole model but you can simply zoom in with the camera. it shouldn't be a big problem to find the vertices you want then. i did this a few times already.

Quote:
The second approach seem to be faster but I wonder whether ìt really works
I mean, the coords which you read in your editor and the figures stored in the "Vertices" array are, of course, related numbers but are they also the same numbers?
If I import the same model from different file formats I get different scale factors and different global coords
Did all file format store exactly the same local coords for the same model ?
what do the coords have to do with it? scale doesn't matter.

if the indices stay the same depends on your modeler and pipeline. i guess with some it works, with some not. laugh



by the way, i think most mentioned examples better get done with bones and not by manipulating vertices.

Re: unity 3 [Re: ventilator] #349225
12/05/10 08:46
12/05/10 08:46
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
I should have added that to my preview post 8D



@ Pappenheimer, hehe glad my rage test helped you learning something new.
Not sure what you mean with painting on multitextured terrains though, i somehow never use terrains (except the voxel one i generated by myself) but if you use the Unity Terrain you can just draw on it with multiple textures, is that what you mean?

Also i forgot when i've got the "Dichotomic" title, i think i've requested it once or maybe its from those times when mods were allowed to use custom titles. But i just think its a pretty word and i like it's meaning, especially considering my usual artwork.


EDIT:
haven't seen this before, you probably edited it later on:
Quote:
btw I am still using version 2.6 because 3.0 has been reported to be buggy
My version does not have a built in model editor while 3.0 has
If in version 3.0 you get also the ID , fine the problem is over


Well i use 3 (now 3.1) since the beta came out, most of the bugs are fixed already and it's stable as hell for me, never really have any crash unless i produce them (infinite loop, etc). But i could imagine that there are still bugs making the engine crash when using terrain editor, or tree editor or whatever, but i usually don't need it, so i dont know if its stable or not.
But it is much more stable than 2.6 (at least for me! it often depends on what you are doing + your system).

There is no build in model editor in unity, why would it need that, you can use so many file formats and unity automatically exports it for you to fbx.

I was talking about your model editor of choice like Maya, C4D, 3ds, lightwave, blender, whatever. They all usually show vertex ID's (if not i would ask for my money back :P).

Last edited by Captain_Kiyaku; 12/05/10 08:51.

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Re: unity 3 [Re: Pappenheimer] #349227
12/05/10 08:57
12/05/10 08:57
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
Originally Posted By: Pappenheimer
AlbertoT, please continue complaining.


actually I was not complaining I simply understood from the rather syntetic Unity3d manual that you can only create and manipulate meshes at run time
I take note that C4D ( 1500 usd ) supply also the ID's which you can use to access the vertices in the Unity3d Vertices array but I have some doubt that you can do it with :

The editor of your choice

As a little bit nervous member claimed

Should the end user be bound to specific high end modelers to exploit all the Unity features , in this case I would cOmplain


Last edited by AlbertoT; 12/05/10 09:00.
Re: unity 3 [Re: AlbertoT] #349229
12/05/10 09:23
12/05/10 09:23
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
C4D was just an example, i'm pretty sure you can read those infos in blender as well. You could even import your .fbx to med and use the id's, they are probably the same too.

I am not nervous at all laugh It's just raging me if people keep complaining about problems that not exist, even when other people show them pretty much how easy it is.

It's not unity's problem if you can't find your vertices ID. It doesn't offer a modeling tool since you can use whatever you want. If 3dgs wouldn't have MED, you would have the same "problem" finding your vertex id, wouldn't you?
Unity offers you to access vertices by a given ID so that's absolutely all you would need.


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

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Re: unity 3 [Re: ventilator] #349235
12/05/10 10:45
12/05/10 10:45
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
Quote:
you can simply zoom in with the camera. it shouldn't be a big problem to find the vertices you want then.


Suppose you want to select a group of vertices to form a specific pattern with a reasonable accuracy
For example a "beating heart" same as you can see in some cartoons
You would agree that it is not that easy to do it zooming in / out a 10000 vertices model


Quote:
if the indices stay the same depends on your modeler and pipeline. i guess with some it works, with some not. laugh

This is exactly my concern
I am more confident in built in tools rather than relying on universal converter
Maybe in this case there is no any problem
However ask the Cinema 4 users how happy they are of the FBX exporter od the new R12 release



Quote:
by the way, i think most mentioned examples better get done with bones and not by manipulating vertices.

Generally speaking , I agree
But with some organic deformation ex the beating heart I dont think that bones are the best solution
uUnity does not suppot vertex animation ( Unless I am still wrong laugh )
In some situation vertices animation it is still the way to go

Last just to avoid nervous reactions
We are talking about minor issues
In general I am convinced that Unity is as flexible as 3dgs

Last edited by AlbertoT; 12/05/10 10:59.
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