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Re: new import formats

PostPosted: Saturday, 12.July 2014, 17:31
by Skinnytorus
I see. Thanks. Switching to testing static models...

Re: new import formats

PostPosted: Sunday, 13.July 2014, 06:35
by Skinnytorus
I don't see a way to import multiple UV sets per mesh. Is that possible at all?

Re: new import formats

PostPosted: Sunday, 13.July 2014, 08:12
by ikam
wz4 support 2 UVs uv0 and uv1.
I only binded uv0... I can bind uv1 but what do you do with uv1 and how do you use it inside wz ?

Re: new import formats

PostPosted: Sunday, 13.July 2014, 08:52
by Skinnytorus
At first sight multiple UV maps per mesh seem unnecessary,but there are many free models that come with different UV sets for each map (diff, normal, spec, etc.). I don't use uv1 often either. For the most part it's a container for tweaking uvs with TransformEx.
So... OK then. Let's stay with uv0 for a while and see how it works altogether.

Re: new import formats

PostPosted: Sunday, 13.July 2014, 09:42
by ikam
It costs nothing to add second UVs (two lines of code).
I'll add it.

Re: new import formats

PostPosted: Sunday, 13.July 2014, 10:05
by Skinnytorus
It costs nothing to add second UVs (two lines of code).
I'll add it.

Great, but there might be more than 2 uv sets per model... Then there should be some uv set assignment mechanism i.e. which of the many uv sets to apply to uv0 or uv1.

P.S. I'm testing clusters and uv import now. So far so good: obj and 3ds import from blender is almost seamless, which is nice. :)
On the other hand, native blender 2.71 format doesn't import that good. I got this error: "BLEND: Number of UV faces..." Then it's cut. Anyway... Can you expand the status string length so we could see what's going on? Thanks in advance.

Re: new import formats

PostPosted: Sunday, 13.July 2014, 10:19
by ikam
Yes I would like to add a log window, to get all assimp log infos.
For blend file, I don't know and I didn't test much yet, I 'm just fighting with loading anim for now. What I understood is that .blend is a complex format so maybe it is not fully supported mainly for latest version...
Maybe of assimp forum there is more usefull informations. note that assimp is in constant dev too, maybe there is some patch on its github repo.

Re: new import formats

PostPosted: Sunday, 13.July 2014, 10:30
by Skinnytorus
I re-saved the file with blender 2.69. Same shit. :(
So, yes. Assimp log window would tell us more. Thanks.

Edit: And good luck with anim import :)

Re: new import formats

PostPosted: Sunday, 13.July 2014, 10:40
by ikam
err string is : "Number of UV faces is larger than the corresponding UV face array " #-o

Re: new import formats

PostPosted: Sunday, 13.July 2014, 11:07
by Skinnytorus
Searched the assimp forum. The problem is described in here: http://sourceforge.net/p/assimp/discuss ... it=25#ee51
No answer this far...

Re: new import formats

PostPosted: Wednesday, 16.July 2014, 17:16
by ikam
update.

Animations should works.
Not optimized yet and you can only play the first animation sequence (if your model contains multple animation).

only tested with .x file format during dev.

Re: new import formats

PostPosted: Wednesday, 16.July 2014, 20:06
by Skinnytorus
Can't compile :(
Edit:
wz4_anim.cpp(805): error C2666: 'fmod' : 3 overloads have similar conversions
1> C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\math.h(569): could be 'long double fmod(long double,long double)'
1> C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\math.h(521): or 'float fmod(float,float)'
1> C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\math.h(119): or 'double fmod(double,double)'
1> while trying to match the argument list '(float, double)'
LINK : fatal error LNK1181: cannot open input file 'C:\Github\werkkzeug4CE\wz4\werkkzeug4\release_dx9_Win32\wz4frlib.lib'

What could that mean?

Re: new import formats

PostPosted: Wednesday, 16.July 2014, 22:17
by ikam
a mistake, it's fixed.

Re: new import formats

PostPosted: Thursday, 17.July 2014, 07:33
by Skinnytorus
Great. Thanks! :)
I will try the new build this evening and get back to you with comments.

Re: new import formats

PostPosted: Thursday, 17.July 2014, 19:53
by Skinnytorus
Trying different export options from Blender. No luck this far. Will continue tomorrow...