I updated my little batch script(disable TabletPC services and stuff) and now it´s a full-fledged program with an automatic mode running in tray, which looks for predefined .exe files and disables the services if one of the programs is running(and enables them again when none are running).
Of course you can still enable/disable them manually
Just been playing around and fixing some lighting issues. Implemented Blinn-Phong specular lighting with fresnel (sans exponent control at the moment). Put light attenuation from linear to an inverse square setup. Next step is to implement Torrance-Sparrow and ward I'm thinking.
Below are a couple shots of a cube with various textures. lights at 64,64,64 and -64,-64,64 and the camera is at 64,64,128 for anyone curious.
@Renderhjs: In that part it has similarities. But TrackMaker does have the advantage of a Rigged ready system, the tool gives you a controller with spinner. Also the user-speed is higher since it automatically searches through your selection.
The "complex meshes" was actually a happy accident. After that I added the snapshot function which gives you quick access in multiple mixing of results. Which is more difficult to do with the default tools of 3ds max.
oh and of course And it s not hidden in Graphite for the people who dislike that part of max hehe
changed some output format for the texture packer tool I have been working on to create HTML CSS sprite sheets:
saves bandwidth (one load request instead of many) and speeds up work here at the office for the php guys a lot- as all of them are working often more with CSS as html when it comes to dressing a site or interface, this will be free as well once I put out a first public release.
@SpeCter, I have no idea yet, who knows. I'll see how much time I can find to work on this
One new image, redid a lot of it, and now starting to attach the compiler, it works so far. Don't worry, I won't spam this thread, last image for the week:
Hey osman, that is some sweet eyecandy gui wise! Care to elaborate on your approach/ used resources etc? I did something similar to 3dsmax, but my gui was fugly.
Hey osman, that is some sweet eyecandy gui wise! ...
Sorry that catched my attention, when this was obvious to me
To much vertical screen waste like to many other apps these days, here is a suggestion: Taking the tool bar palette vertical, and if possible put the file menu somewhere in the upper bar, context menu or somewhere less abstruse because most of the times one will just work with a existing project or drag and drop files into the UI, at least I would.
I was thinking more about the components and not the layout, but I can see what you mean about screen space. But doing a vertical toolbar would just feel too strange and inconsistent with any other programming application, at least in my case.
Always useful feedback from render , thanks man. I will try and find a good solution as soon as I have a stable build, with the basic features that I want it to have.
havardsc, if you open the zip file, it should have all the dll components that I use, it's done in WPF btw.
osman, you could try to incorporate the Compile/Play/whatever button into the tabs, that way you could have it in a place where one would believe it is and you don´t need that much extra space.
worked on a bitmap comparison algorithm that returns a percentage threshold value of how equal 2 bitmaps are. The way it works is that it computes a difference Bitmap (exludes all pixels that are matching or inverts those that are on the same spot but in different values ) and then counts the sum of each color value as they are stored in the bitmap (histogram map). I get very precise nice threshold values ranging from 0.0 - 1.0 of how equal they are.
I needed this to filter out double or close to identical sprites from a sprite sheet so that I can keep their reference or ID but just map them on the texture to the same coordinate.
Like if I convert a animated SWF to openGL or html5 animation I get lots of instantiated but pretty much same sprites that I don't need multiple times on a texture.
Other things I could do with this detecting loops in animations, or detect mirrored sprites / bitmaps.
It will be free so don't worry, there is no reason otherwise in showing it here. That html sprite packing is related to that as well and it will come all in 1 tool box- with even more sprite and iPhone related dev tools.
Is there any chance to get a look at the source after it´s public release?
I´m highly interested in such stuff and it would help a ton in something i want to write in the near future
Well I won't put stuff on Git or alike because the code is messy and many of the plugins are more prototype scripts where all I care is making things work as in quickly done so I can use it as a tool right away.
But shoot me a personal message or email, or heck even create a thread with the specific stuff you want - and I can post the source and important snippets with explanation there.
There is some cool stuff in the source code so far for cropping images to their bounds, packing to sprite sheets, parsing SWF movies and lots of other things - obviously AS3 related so keep that in mind. I am happy to share specifics - just not in the mood upping everything or releasing everything together - because its often dirty code in the plugins and it won't help most people that are just after specific stuff they like to know.
added another method to tighten inbetween packing results a bit more - hopefully to squeeze out even more space and end up with a even smaller texture end size.
(green = wasted space, is moved down so I can try to chop and move stuff at the bottom more)
Hey guys does anyone know how to use the Locomotion system for Unity? Kind of struggling to get it working properly without any choppiness in the animation.
Would it be good to go back and alter animation to suit or just figure out the settings?
It pretty much analyses every frame and detects tweens based on transform change vectors (supporting: x,y,rotation,alpha,visible,scaleX,scaleY). Besides the tweens it also collects and renders each animated piece as a sprite into a texture map. At the end it spits out 2 xml files and texture sheet that let you create a html, unity, cocos 2d or any other flexible engine based animation playback.
Besides having greater frame rates with this texture based approach as opposed to possible vector shapes in the swf, it also lets one embed tween based animations with complex hierarchies into any other engine that does not support flash or where flash is just to slow or bloated to embed into the engine.
Been implementing lookup textures for diffuse and specular control in my engine. Right now both the diffuse and specular can be controlled by an rgb texture. The image below just shows 2 different specular lookup textures being controlled by a material type.
Reflection is just a cubemap at the moment and will be replaced with a more dynamic setup down the road. I use the specular strength to control the mip map used for the cubemap with 0 being rough and 1 being smooth.
There's room for tweaks still. Gotta get the lookup textures into a 3d texture for easier indexing within the lighting stage.
The diffuse lookup setup I am using is the same as Brice Vandemoortele as described in the polycount wiki: http://wiki.polycount.com/BrdfMap
Amazing work RenderHJS, hope that I will be able to use this in feature projects.
Keg: damn writing own engine, hope I ll be able to do the same one day.
Just released a new 3ds max tool : PistonMaker, a one-button-app for creating piston mechanics on your models. I am starting to focus my tool-development towards rigging to get more familiar with the techniques.
I got the tween parsing from the SWF Grabber done, with a quick script I wrote I can debug these parsed animations with the sprites of the generated spritesheet:
(full tween control like slow motion, or custom percentage in time)
The next port is in Unity, got kinda the hierarchy working here, with some billboard generating for the sprites:
Once that is working somewhat its time to wip up a animation portfolio for my company in a app to showcase some of our animators skills
so Vresu send me a sample SWF file which was unfortunately compiled in AVSM1 (Actionscript 1 or 2 movie), fortunately I was able to parse it with a workaround. It shows 9 different animations of a monster.
unity screenshot with flash movie:
There is no tween state yet which means some objects appear double even though they get used later on, same for depth swapping, the depths of all the planes are all zero hence why it looks wrong. But the whole parenting and plane mapping is working so far in unity.
Also instance names of Flash are transferred as well but in this case no movieClip or other Flash display element was given an instance name hence the names instance 277,278,... I am thinking that that might be actually useful for building UI containers in Flash and reference them back in C# for unity for future projects.
Replies
Of course you can still enable/disable them manually
http://www.polycount.com/forum/showthread.php?t=78303
Below are a couple shots of a cube with various textures. lights at 64,64,64 and -64,-64,64 and the camera is at 64,64,128 for anyone curious.
Download Here-
http://www.matthewlichy.com/clipboard_Manager.html
Used for continous threads and abstract procedural modeling.
Download
http://www.sven.fraeys.be/portfolio/?page_id=618
The "complex meshes" was actually a happy accident. After that I added the snapshot function which gives you quick access in multiple mixing of results. Which is more difficult to do with the default tools of 3ds max.
oh and of course And it s not hidden in Graphite for the people who dislike that part of max hehe
That way I can see in a visual way what axis will be limited how. Limits are affected on on LateUpdate so before they enter the rendering queue.
May be because it was part of polyboost before and they merged all the polyboost tools into "Polytools" category.
saves bandwidth (one load request instead of many) and speeds up work here at the office for the php guys a lot- as all of them are working often more with CSS as html when it comes to dressing a site or interface, this will be free as well once I put out a first public release.
i so want this for 3dsmax...
You can download it here: http://gameartist.nl/?p=931
One new image, redid a lot of it, and now starting to attach the compiler, it works so far. Don't worry, I won't spam this thread, last image for the week:
To much vertical screen waste like to many other apps these days, here is a suggestion: Taking the tool bar palette vertical, and if possible put the file menu somewhere in the upper bar, context menu or somewhere less abstruse because most of the times one will just work with a existing project or drag and drop files into the UI, at least I would.
havardsc, if you open the zip file, it should have all the dll components that I use, it's done in WPF btw.
I always run those commands through a right click menu or a hot key. It might be something to consider.
I needed this to filter out double or close to identical sprites from a sprite sheet so that I can keep their reference or ID but just map them on the texture to the same coordinate.
Like if I convert a animated SWF to openGL or html5 animation I get lots of instantiated but pretty much same sprites that I don't need multiple times on a texture.
Other things I could do with this detecting loops in animations, or detect mirrored sprites / bitmaps.
Otherwise i would have to write something similar myself xD
I´m highly interested in such stuff and it would help a ton in something i want to write in the near future
But shoot me a personal message or email, or heck even create a thread with the specific stuff you want - and I can post the source and important snippets with explanation there.
There is some cool stuff in the source code so far for cropping images to their bounds, packing to sprite sheets, parsing SWF movies and lots of other things - obviously AS3 related so keep that in mind. I am happy to share specifics - just not in the mood upping everything or releasing everything together - because its often dirty code in the plugins and it won't help most people that are just after specific stuff they like to know.
Last time i tried that it was slower as a granny crossing the street.
(green = wasted space, is moved down so I can try to chop and move stuff at the bottom more)
From my bookmark folder:
http://www.blackpawn.com/texts/lightmaps/default.html
http://kossovsky.net/index.php/2009/07/cshar-rectangle-packing/
http://codeincomplete.com/posts/2011/5/7/bin_packing/
http://www.gamedev.net/topic/392413-rectangle-packing/
http://www.lomont.org/Software/ (at the bottom: source for texture packing app)
http://code.google.com/p/skorpios/source/browse/trunk/skorpios-desktop/tools/com/esotericsoftware/skorpios/tools/ImagePacker.java
Would it be good to go back and alter animation to suit or just figure out the settings?
It pretty much analyses every frame and detects tweens based on transform change vectors (supporting: x,y,rotation,alpha,visible,scaleX,scaleY). Besides the tweens it also collects and renders each animated piece as a sprite into a texture map. At the end it spits out 2 xml files and texture sheet that let you create a html, unity, cocos 2d or any other flexible engine based animation playback.
Besides having greater frame rates with this texture based approach as opposed to possible vector shapes in the swf, it also lets one embed tween based animations with complex hierarchies into any other engine that does not support flash or where flash is just to slow or bloated to embed into the engine.
Been implementing lookup textures for diffuse and specular control in my engine. Right now both the diffuse and specular can be controlled by an rgb texture. The image below just shows 2 different specular lookup textures being controlled by a material type.
Reflection is just a cubemap at the moment and will be replaced with a more dynamic setup down the road. I use the specular strength to control the mip map used for the cubemap with 0 being rough and 1 being smooth.
There's room for tweaks still. Gotta get the lookup textures into a 3d texture for easier indexing within the lighting stage.
The diffuse lookup setup I am using is the same as Brice Vandemoortele as described in the polycount wiki: http://wiki.polycount.com/BrdfMap
Keg: damn writing own engine, hope I ll be able to do the same one day.
Just released a new 3ds max tool : PistonMaker, a one-button-app for creating piston mechanics on your models. I am starting to focus my tool-development towards rigging to get more familiar with the techniques.
http://www.sven.fraeys.be/portfolio/?page_id=734
I think he uses bones too, at least by the looks of it :P
(full tween control like slow motion, or custom percentage in time)
The next port is in Unity, got kinda the hierarchy working here, with some billboard generating for the sprites:
Once that is working somewhat its time to wip up a animation portfolio for my company in a app to showcase some of our animators skills
unity screenshot with flash movie:
There is no tween state yet which means some objects appear double even though they get used later on, same for depth swapping, the depths of all the planes are all zero hence why it looks wrong. But the whole parenting and plane mapping is working so far in unity.
Also instance names of Flash are transferred as well but in this case no movieClip or other Flash display element was given an instance name hence the names instance 277,278,... I am thinking that that might be actually useful for building UI containers in Flash and reference them back in C# for unity for future projects.