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 CAD / Development / 10535
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Subject: 
Re: Finaly: I completed my new LDraw render engine
Newsgroups: 
lugnet.cad.dev
Date: 
Sun, 28 Jan 2007 10:05:06 GMT
Viewed: 
2677 times
  
In lugnet.cad.dev, Roland Melkert wrote:

But I was planning on adding some wizards (especially for generating
minifig actors). So an wizard for MPD based actor import can be very
useful indeed, thanks for the idea.

Thank {you} if you implement it ;-) - I'd hate to do all that work over again.

BTW if you're able to incorporate that function, it would be nice if you can
merge individual submodels since more than 90% of mine are usually just angled
sections that is completely locked in place (and some functions may not be
relevant for the animation task at hand - like the opening of landing gear and
cockpit in a dogfight animation)

- Will it be possible to rotate the {base part} (dogfighting aircrafts and tanks
  moving over rugged terrain don't have immovable parts)?


Every actor has a main part, and in that main part you define a center.
This center's position and angle can be animated just like joints.

I guess that sorta answered my question, you lost me completely in the rest of
the paragraph ;-)

The only concern here is, animation of a 'dog fight' will be a bit tricky.
Because the user interface basicly works with XYZ rotation angles only.
This can give all sorts of problems, like the 'gimbal lock'. The
animation engine it self uses matrices but I am unsure on how to let
users directly manipulate the rotation matrices in a user friendly way.
Or perhaps these kind of movements demand specific animation plugins
whom can do whatever they want on a matrix level.

I'm planning to use L3P to get the basic povray object definition for
the used parts. After feeding stuff to L3P it will be stripping the
result files to use the objects in a new 'combined frame or scene'
script. These scripts can than be edited before you feed them to povray
by hand. Or maybe I'll setup some custom postprocessing facilty, I don't
know jet.

I've been working with simple rotating POV-animations earlier, and one of the
most annoying things about L3P is that you can't edit the output format - and
having to manually change the ambience and radiosity-settings (and possibley
flawed colour definitions of new colours) for 60 individual POV-files each time
was one of the main reasons that I gave up.

So any new adjustment possibilities you can add to the output file will be
appreciated.

It would also be nice to be able to set the quality-level for the individual
actors, so you set the quality of ultra near mocs to 3 (studlogo), near mocs to
2 (studs) and everything else to 1 (no studs) - you can't even see the studs on
stuff 1-2000 ldu's away, so there's really no reason to waste CPU on them.

Cheers NB



Message has 1 Reply:
  Re: Finaly: I completed my new LDraw render engine
 
(...) I'm not sure if I know what you mean here. But an importer will most likely create joints for all parts in the MPD. Otherwise it will be difficult to determine which to do and which ones not. (...) I'll see what I can add to help automate some (...) (17 years ago, 28-Jan-07, to lugnet.cad.dev)

Message is in Reply To:
  Re: Finaly: I completed my new LDraw render engine
 
(...) If everything goes well, I'll expect the first beta in a couple of months. (...) Not as far I'm concerned. An actor describes the connections between an group of parts. You can then use any actor in an 'character'. And there is no coded limit (...) (17 years ago, 27-Jan-07, to lugnet.cad.dev)

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