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Author Topic: Mesh2A8s Export Script  (Read 8264 times)

Raxx

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Mesh2A8s Export Script
« on: November 26, 2013, 07:36:11 am »

Mesh2A8s.a8s

I needed a distraction, so I figured I'd polish a script I had written to ease the development of PHUR and RIBRobin. Basically, this script allows an ASL enthusiast to easily generate parametric shape versions of meshes in the object editor.

How to use:
  • Install the Mesh2A8s.A8s script into your scripts directory
  • Create a mesh in Anim8or
  • Go to Object->Export
  • Select the Mesh2A8s file type (.a8s)
  • Export to your scripts directory
  • Reload Anim8or and you should have a new parametric shape in your main toolbar

From there you can modify the newly generated script as you see fit.
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captaindrewi

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Re: Mesh2A8s Export Script
« Reply #1 on: November 26, 2013, 12:22:13 pm »

works a treat....once again thank raxx.
my first one.
if anyone wants to make a library.
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Steve

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Re: Mesh2A8s Export Script
« Reply #2 on: November 26, 2013, 02:35:37 pm »

Clever!
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Raxx

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Re: Mesh2A8s Export Script
« Reply #3 on: November 26, 2013, 03:06:03 pm »

captaindrewi, glad it works! And thanks Steve :)

Some notes about the script:
  • It converts all mesh shapes in the object to a single parametric shape
  • UVs are retained.
  • One material is saved and applied to the entire shape (due to current ASL limitations)
  • Textures are not saved
  • Has a built in scale parameter

I really only expect it to be useful as a starter for helper objects for complicated scripts (like the comb and frowny face for PHUR or the special objects in RIBRobin).

However, it can also be used to create an object generator for any object, similar to Bob_I_Ts's f8ce plugin. For example, you could scale and move points and swap meshes out based on parameters to create a wheel/rim generator with different sizes and features.
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neirao

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Re: Mesh2A8s Export Script
« Reply #4 on: November 26, 2013, 04:29:37 pm »

Thanks Raxx!!  :)

amenzing script!!
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lppena

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Re: Mesh2A8s Export Script
« Reply #5 on: December 21, 2013, 12:53:15 pm »

Very amazing work thank you very much bro. Leroy. Objects can also be grouped together using the script. Very cool Raxx.  ::)
« Last Edit: December 21, 2013, 05:29:00 pm by lppena »
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lppena

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Re: Mesh2A8s Export Script
« Reply #6 on: December 21, 2013, 11:15:59 pm »

Here's a B-25 Mitchell converted to a parametric script using Raxx's new script. This script is quite awesome and I would imagine will become quite useful for sharing models in a script format to some extent. Leroy.

PS: I converted the original Caligari COB B-25 Mitchell model file to 3DS so I could import it in to Anim8or and convert it to a parametric script. The script handles model part data quite nicely. I also had to zip the script as the original was a bit too big to upload. 
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lppena

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Re: Mesh2A8s Export Script
« Reply #7 on: December 22, 2013, 01:53:53 pm »

Here's a nice rounded cube basically a stock primitive used by Truespace. I was unable to make one in Anim8or; probably due to my inexperience. I converted it to OBJ in 3D Exploration and imported it in to Anim8or. It has no triangulation in the mesh hope someone can use it. Thank God for folks like Raxx who really make using Anim8or so much easier.  ::)
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captaindrewi

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Re: Mesh2A8s Export Script
« Reply #8 on: December 22, 2013, 02:29:22 pm »

nice Ippena,
raxx is there an editable part of the script that decides what icon will be shown?
would be handy to differentiate between a number of icons with the same image ie 'mesh'.
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kreator

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Re: Mesh2A8s Export Script
« Reply #9 on: December 22, 2013, 03:01:05 pm »

This is the Button Drewi:

Code: [Select]
/* ----- Button ----- */
#button(26, 26, 2, 0x00000000, 0x00000000, 0x00000000,
  0x00000000, 0x00000000, 0x00000000, 0x0105f7a2, 0x018d0422,
  0x01550422, 0x01250422, 0x01050422, 0x01050422, 0x0105c7be,
  0x010500a2, 0x010500a2, 0x010500a2, 0x010500a2, 0x010500a2,
  0x0105f7a2, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
  0x00000000, 0x00000000, 0x00000000);

Its based on a Picture I think. I had Tyson Collins Button maker but it does not work with Win7 ( thinks it was working on XP OS)

Anyways I attach the Button Maker see if it works for you... all my efforts to do something with it are in vain.  >:(
« Last Edit: December 22, 2013, 08:37:51 pm by kreator »
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captaindrewi

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Re: Mesh2A8s Export Script
« Reply #10 on: December 22, 2013, 06:16:07 pm »

Cheers Kreator.
 :o oh ...yeah same result with win7.
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kreator

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Re: Mesh2A8s Export Script
« Reply #11 on: December 22, 2013, 08:35:38 pm »

Ok dragged out my XP Laptop and did a Black and White doodle, ran plugicon and loaded a BMP file and it saved the file successfully. transferred the button data to a model previously saved as a Mesh2A8s file.

It worked!

My offering attached.... look for the doodle icon!

Good Luck

« Last Edit: May 03, 2015, 02:35:40 pm by kreator »
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Raxx

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Re: Mesh2A8s Export Script
« Reply #12 on: December 23, 2013, 03:33:05 am »

You can also use Kubajzz's ASL Editor for editing the ASL file. It has an integrated button editor.
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kreator

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Re: Mesh2A8s Export Script
« Reply #13 on: December 23, 2013, 05:54:56 am »

Thanks Raxx, totally forgot about the ASL Editor, Shows I don`t write many ASL Scripts!!

works with WIN7?  Not on mine says need net framework 3.5 or above, I have 4 but refuses to let me edit any script once loaded in  and promply crashes.

With Windows XP I don`t have any problem
« Last Edit: December 23, 2013, 03:37:11 pm by kreator »
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polyGon_tError

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Re: Mesh2A8s Export Script
« Reply #14 on: December 23, 2013, 01:48:51 pm »

good Script Raxx, but i have another Script that Do it.

i found it at:"http://homepage.ntlworld.com/w.watson3"
made by 'Llyr Carter' (he is not a Member of this Forum but of them.).
for V.95 (made around 2006-07), was popular then.
if you add it to Script Database, please add this one as well, thanks.

* i am posting it with respect to both of your work and contribution.
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