new import formats

Re: new import formats

Postby Skinnytorus » Saturday, 12.July 2014, 17:31

I see. Thanks. Switching to testing static models...
Skinnytorus
Operator
Operator
 
Posts: 1300
Joined: Monday, 06.February 2012, 17:46

Re: new import formats

Postby Skinnytorus » Sunday, 13.July 2014, 06:35

I don't see a way to import multiple UV sets per mesh. Is that possible at all?
Skinnytorus
Operator
Operator
 
Posts: 1300
Joined: Monday, 06.February 2012, 17:46

Re: new import formats

Postby ikam » Sunday, 13.July 2014, 08:12

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 ?
ikam
Operator
Operator
 
Posts: 911
Joined: Friday, 14.October 2011, 13:00
Location: France

Re: new import formats

Postby Skinnytorus » Sunday, 13.July 2014, 08:52

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.
Skinnytorus
Operator
Operator
 
Posts: 1300
Joined: Monday, 06.February 2012, 17:46

Re: new import formats

Postby ikam » Sunday, 13.July 2014, 09:42

It costs nothing to add second UVs (two lines of code).
I'll add it.
ikam
Operator
Operator
 
Posts: 911
Joined: Friday, 14.October 2011, 13:00
Location: France

Re: new import formats

Postby Skinnytorus » Sunday, 13.July 2014, 10:05

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.
Skinnytorus
Operator
Operator
 
Posts: 1300
Joined: Monday, 06.February 2012, 17:46

Re: new import formats

Postby ikam » Sunday, 13.July 2014, 10:19

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.
ikam
Operator
Operator
 
Posts: 911
Joined: Friday, 14.October 2011, 13:00
Location: France

Re: new import formats

Postby Skinnytorus » Sunday, 13.July 2014, 10:30

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 :)
Skinnytorus
Operator
Operator
 
Posts: 1300
Joined: Monday, 06.February 2012, 17:46

Re: new import formats

Postby ikam » Sunday, 13.July 2014, 10:40

err string is : "Number of UV faces is larger than the corresponding UV face array " #-o
ikam
Operator
Operator
 
Posts: 911
Joined: Friday, 14.October 2011, 13:00
Location: France

Re: new import formats

Postby Skinnytorus » Sunday, 13.July 2014, 11:07

Searched the assimp forum. The problem is described in here: http://sourceforge.net/p/assimp/discuss ... it=25#ee51
No answer this far...
Skinnytorus
Operator
Operator
 
Posts: 1300
Joined: Monday, 06.February 2012, 17:46

Re: new import formats

Postby ikam » Wednesday, 16.July 2014, 17:16

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.
ikam
Operator
Operator
 
Posts: 911
Joined: Friday, 14.October 2011, 13:00
Location: France

Re: new import formats

Postby Skinnytorus » Wednesday, 16.July 2014, 20:06

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?
Skinnytorus
Operator
Operator
 
Posts: 1300
Joined: Monday, 06.February 2012, 17:46

Re: new import formats

Postby ikam » Wednesday, 16.July 2014, 22:17

a mistake, it's fixed.
ikam
Operator
Operator
 
Posts: 911
Joined: Friday, 14.October 2011, 13:00
Location: France

Re: new import formats

Postby Skinnytorus » Thursday, 17.July 2014, 07:33

Great. Thanks! :)
I will try the new build this evening and get back to you with comments.
Skinnytorus
Operator
Operator
 
Posts: 1300
Joined: Monday, 06.February 2012, 17:46

Re: new import formats

Postby Skinnytorus » Thursday, 17.July 2014, 19:53

Trying different export options from Blender. No luck this far. Will continue tomorrow...
Skinnytorus
Operator
Operator
 
Posts: 1300
Joined: Monday, 06.February 2012, 17:46


Return to Development and contribution



Who is online

Users browsing this forum: No registered users and 5 guests

cron