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Re: new import formats

PostPosted: Sunday, 20.July 2014, 09:59
by ikam
fixed animations for chunks.
I'll see what I can do for pre-transform

Re: new import formats

PostPosted: Sunday, 20.July 2014, 10:39
by ikam
ok, I added a pre-transform skeleton matrix in ImportEx.

Re: new import formats

PostPosted: Sunday, 20.July 2014, 11:28
by Skinnytorus
1) Great! I confirm it working with Chunks. Uber cool! :) There is one thing that's still unclear: AnimDifferent option. What does it do? Randomizes different anim sequences loaded with the mesh?
2) On second thought, a separate operator for skeletal pre-transforms would be cooler because with that we would be able to orient one mesh differently for different purposes (no additional imports = more efficiency). What do you think?
3) Animated meshes don't work with Debris yellow operator. Can you make it work?

Re: new import formats

PostPosted: Sunday, 20.July 2014, 12:04
by ikam
1/ it randomize animation time (start, speed...), try with my boxer model it is clear to see influence of this param.
2/ yes you're right. actually too slow because it reimport at each time.
3/ I look

Re: new import formats

PostPosted: Sunday, 20.July 2014, 12:27
by Skinnytorus
1/ OK. I see now. Thanks. :)
2/ Cool. I hope it's not too hard to transfer the code to a new operator.Shall we call it 'TransformRig'?
3/ Thanks, man. That will be a nice finishing touch for the assimp implementation. :)

Re: new import formats

PostPosted: Sunday, 20.July 2014, 12:41
by ikam
2/ easy, done
3/ animated instances is not supported, so it will need chunks, but for that it require to multiply skeleton in the same mesh at different poses (multiplied ones)... looks complicated and impredictable...

Re: new import formats

PostPosted: Sunday, 20.July 2014, 13:02
by Skinnytorus
2/ Many thanks! Working just fine! :)
3/ OK. Let's call it a day then. Assimp is there. Congratulations! Shall we go back to the new particles now?

Re: new import formats

PostPosted: Sunday, 20.July 2014, 13:31
by ikam
yea I'm glad i added new animated 3d files format, it 's been a while I wanted to do and assimp rocks
Yea next I will continue with physx (joints) and particles after this little interlude.

I just added a new option in setmaterial, to apply material to all clusters at once. It allow to affect a default material to mesh and preserving clusters (not like all option), it is very handy mainly I discovered than shadows for clustered mesh works only for mesh part where clusters had an assigned material.

Re: new import formats

PostPosted: Sunday, 20.July 2014, 13:43
by Skinnytorus
Cool. I'll have a look. It seems it's not over yet. I imported a split mesh. It used to work in earlier versions just fine. Now there's something wrong with normals. Could you take a look?

Re: new import formats

PostPosted: Sunday, 20.July 2014, 13:47
by Skinnytorus
OK. I'm calling back the troops! I should have used Chunks before exploding the mesh. :oops:
It works just fine :)

Re: new import formats

PostPosted: Sunday, 20.July 2014, 13:54
by ikam
it's a blender fracture mesh ?

Re: new import formats

PostPosted: Sunday, 20.July 2014, 14:21
by Skinnytorus
Yep. It's Blender. The mesh is split with the Cell Fracture addon. It allows to apply different materials to the inside and outside of the mesh. Exporting such mesh creates respective clusters. More than that - you can fully preserve integrity of the UVs of the initial mesh.

Edit:
I just added a new option in setmaterial, to apply material to all clusters at once.

A really useful feature. Many thanks for that! :)

Re: new import formats

PostPosted: Sunday, 20.July 2014, 14:40
by Skinnytorus
A little bug here: in AiTransformBone check Translate controls. They are confused and Y transform is not working! :(

Re: new import formats

PostPosted: Sunday, 20.July 2014, 17:15
by ikam
done

Re: new import formats

PostPosted: Sunday, 20.July 2014, 17:59
by Skinnytorus
Many thanks. :) I have noted one more thing: polarity of rot and trans in AiTransformBone don't coincide with those of regular Transform operators. All the Transforms should be uniform imho. What do you think?