Anim8or Community

General Category => General Anim8or Forum => Topic started by: lppena on March 11, 2012, 03:30:42 pm

Title: Wow! I'm glad to be a new member. Anim8or rocks!
Post by: lppena on March 11, 2012, 03:30:42 pm
I've known about Anim8or for quite some but until recently was using another product called Caligari Truespace. it's a lot like Anim8or and fairly simple to use. I've been reading up on Anim8or and started to figure out a few things like how to edit objects after converting them to an editable mesh, and how to apply a texture. I also downloaded quite a few ASL scripts which really are pretty awesome. I'm particularly fond of the various X exporter scripts by Zaidon and Cranny. I plan to modify one one of them for use in creating an older version of Softimage XSI's text based format; the file layout is very similar to the text based X format with some notable diffrerences of course. The header for one and some special naming required by XSI like Si_ prefixes on stuff like the material, meshtexturecoords, etc. here's a look at what a typical XSI version 1 looks like.

BTW, can anyone tell me if Anim8or can write out MeshVertexColors? I need to include this when the exporter writes out the text file in the output. Thanks, Leroy.
Code: [Select]
xof 0302txt 0064

# This DirectX file was written by a Caligari (tm) product

Header {
1;
0;
1;
}
Frame Cube-0 {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
Mesh CubeMesh {
24;
1.000000;-1.000000;1.000000;,
1.000000;1.000000;1.000000;,
-1.000000;-1.000000;1.000000;,
-1.000000;1.000000;1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;1.000000;-1.000000;,
1.000000;1.000000;-1.000000;,
-1.000000;-1.000000;1.000000;,
1.000000;-1.000000;1.000000;,
-1.000000;-1.000000;1.000000;,
-1.000000;1.000000;1.000000;,
-1.000000;-1.000000;-1.000000;,
1.000000;1.000000;1.000000;,
-1.000000;1.000000;-1.000000;,
-1.000000;1.000000;1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;1.000000;-1.000000;,
1.000000;1.000000;-1.000000;,
1.000000;-1.000000;-1.000000;,
1.000000;1.000000;-1.000000;,
1.000000;1.000000;1.000000;,
1.000000;-1.000000;1.000000;;
12;
3;1,3,2;,
3;0,1,2;,
3;8,5,4;,
3;9,8,4;,
3;10,11,6;,
3;12,10,6;,
3;13,7,14;,
3;15,13,14;,
3;16,17,18;,
3;19,16,18;,
3;20,21,22;,
3;23,20,22;;
MeshNormals {
24;
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;-1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
-1.000000;0.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
-1.000000;0.000000;0.000000;,
-1.000000;0.000000;0.000000;,
-1.000000;0.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;;
12;
3;1,3,2;,
3;0,1,2;,
3;8,5,4;,
3;9,8,4;,
3;10,11,6;,
3;12,10,6;,
3;13,7,14;,
3;15,13,14;,
3;16,17,18;,
3;19,16,18;,
3;20,21,22;,
3;23,20,22;;
}
MeshTextureCoords {
24;
0.000000;-0.333333;,
0.000000;-0.666667;,
0.250000;-0.333333;,
0.250000;-0.666667;,
0.500000;0.000000;,
0.500000;-0.333333;,
0.500000;-0.666667;,
0.500000;-1.000000;,
0.250000;-0.333333;,
0.250000;0.000000;,
0.250000;-0.333333;,
0.250000;-0.666667;,
0.500000;-0.333333;,
0.250000;-1.000000;,
0.500000;-0.666667;,
0.250000;-0.666667;,
0.750000;-0.333333;,
0.500000;-0.333333;,
0.500000;-0.666667;,
0.750000;-0.666667;,
0.750000;-0.333333;,
0.750000;-0.666667;,
1.000000;-0.666667;,
1.000000;-0.333333;;
}
MeshMaterialList {
1;
12;
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;;
Material CubeMaterial_0_0 {
0.168627; 0.537255; 0.549020; 1.000000;;
44.000000;
0.100000; 0.100000; 0.100000;;
0.000000; 0.000000; 0.000000;;
TextureFilename {
"DUAL7.tga";
}
}
}
}
}
Title: Re: Wow! I'm glad to be a new member. Anim8or rocks!
Post by: cooldude234 on March 11, 2012, 05:59:37 pm
cheers welcome to the forums  ;D

Quote from: lppena
BTW, can anyone tell me if Anim8or can write out MeshVertexColors?
I pretty sure you can't, but I'm not 100% sure.
Title: Re: Wow! I'm glad to be a new member. Anim8or rocks!
Post by: Raxx on March 11, 2012, 08:11:00 pm
You can write out whatever you want, but Anim8or doesn't have a vertex color feature. So you'll have to put in a dummy line of, say, a neutral or blank vertex color based on the specifications of that file format, or write it so that it automatically takes the color information from the material that's applied to the faces attached to that vertex.
Title: Re: Wow! I'm glad to be a new member. Anim8or rocks!
Post by: lppena on March 14, 2012, 04:46:28 pm
You can write out whatever you want, but Anim8or doesn't have a vertex color feature. So you'll have to put in a dummy line of, say, a neutral or blank vertex color based on the specifications of that file format, or write it so that it automatically takes the color information from the material that's applied to the faces attached to that vertex.

Thanks Raxx I'll do that in one of the X exporter scripts that I currently have. I've begun changing things around a bit in my own copied version and changing things around in the script is pretty simple. I figure if I fubar the copy I can always make a new copy from the original and start all over again if needed. I test the changes using 3D Exploration as it supports an error message feature for troubleshooting obvious format errors. Leroy.