Plugin Requests!

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Plugin Requests! // SDK, Plug-in & 3rd Party Area

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Post by jayr // Aug 31, 2008, 11:55am

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I know there was another thread on this theme somewhere but this seems like a good place and time to start a new one. To get the ball rolling:


1. Dribble in workspace


2. some kind of Particle System in workspace

Post by splinters // Aug 31, 2008, 12:16pm

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Then let me add 3D Controller support and Lightworks rendering...:D

Post by jayr // Aug 31, 2008, 12:54pm

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....Lightworks rendering...:D


Damn, knew i'd forgot something!

Post by TheWickedWitchOfTheWeb // Aug 31, 2008, 1:40pm

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ShaderLab and Simbiont shader support for Vray please

Post by Liger ZERO // Aug 31, 2008, 3:32pm

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Voodoo camera importer.


http://www.digilab.uni-hannover.de/docs/manual.html

Post by hoss // Aug 31, 2008, 5:37pm

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I second 3D controller support (Space Navigator) and .FBX import AND export, for the love of God!!;)

Post by hoss // Aug 31, 2008, 5:45pm

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AND a more intuitive Material creation system for the WorkSpace, that works more like the old v6.6 material panel, for us simple-minded people.;) Could have a simple mode, that works like the old material panel, and a normal or advanced mode, that works like it does now.

Post by sj41 // Aug 31, 2008, 7:20pm

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AND a more intuitive Material creation system for the WorkSpace, that works more like the old v6.6 material panel, for us simple-minded people.;) Could have a simple mode, that works like the old material panel, and a normal or advanced mode, that works like it does now.


I second that.

Post by Igor K Handel // Sep 1, 2008, 5:00am

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This question is from a pure users point of view rather than from the tech end.


How do I as a non beta tester know what I should be requesting in terms of functionality through a plugin etc EG in my case a load of additional Anim capabilities?


Do I post in feature requests, or should I post here?


Is it possible for someone to give a general user perspective on what is considered a plugin concept and what is just a further feature or enhancement?


As a tech novice looking in I am trying to establish where the line is between user made plugins and future Caligari TS developments. Perhaps another way of asking is how does a plugin maker know they are not wasting their time, because perhaps Caligari are already adding the functionality in a future patch, or release?


Sorry if these are dumb questions, just trying to get my head around the implications from a user point of view!


Am happy the SDK is out and happy that this implies future user enhancements, but struggling to get my head around where the development borders are and what this will work for Mr Average TS user. IE to gain access to future enhancements am I likely to need to invest $$ and buy 3rd party enhancements, or does the evolution of TS continue unabaited? Don't get me wrong, as obviously plugin makers are entitled to reward for their efforts, its, the balance of development I wonder about, how does this normally work?


Cheers

IK

PS path animation and individual moveable joint pivot points are my priorities (assuming the ik Solver is resolved) Different types of constraints would be nice too. Are these feature requests, are they plugins, I don't know

Post by logan_ii // Sep 1, 2008, 6:42am

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Total Posts: 4
Voodoo camera importer.


http://www.digilab.uni-hannover.de/docs/manual.html


I second this one, it's time to put our work in real life movies.:D

Post by ralle // Sep 1, 2008, 7:53am

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Total Posts: 14
I'll second the Particle System for Workplace and 3d Controller Support.

And my ones are Object dependent Glow Effects and Camera Reflections.
As include/exclude Function for Lights. Scale able Area Light, not just the Object(may be i'm wrong ...) :confused: .

Greetings


Ralle

Post by jayr // Sep 1, 2008, 7:57am

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Total Posts: 1074
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Is it possible for someone to give a general user perspective on what is considered a plugin concept and what is just a further feature or enhancement?


As a tech novice looking in I am trying to establish where the line is between user made plugins and future Caligari TS developments. Perhaps another way of asking is how does a plugin maker know they are not wasting their time, because perhaps Caligari are already adding the functionality in a future patch, or release?


Am happy the SDK is out and happy that this implies future user enhancements, but struggling to get my head around where the development borders are and what this will work for Mr Average TS user. IE to gain access to future enhancements am I likely to need to invest $$ and buy 3rd party enhancements, or does the evolution of TS continue unabaited? Don't get me wrong, as obviously plugin makers are entitled to reward for their efforts, its, the balance of development I wonder about, how does this normally work?



Good point, it's always been quite flexible as to what a program does and what a plugin does. I remember when i got 4.3 it had no SDS or mirror modelling, i needed plugins for that but then caligari added those funcions to the program.

i suppose you could say that plugins add functionality that the programs makers either didn't have time to add/ didn't think anyone needed/ things they never thought of/ new ways of dealing with the same tools.


Someone could bring out a plugin and see caligari replace it with a function inside truespace or caligari could decide that if that function is made available by a plug thay won't waste time developing that into the program when it's already available.


I guess that was along way of saying i don't know :D

Post by splinters // Sep 1, 2008, 9:01am

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Total Posts: 4148
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I guess you could ignore features in the model side as they would be ported over/improved. I tend to think more of model side plug-ins that would be of benefit to workspace i.e. something it does not alreay have.


Having said that, dribble is better at fur (IMO) than Vray fur or the tS hair system and I could imagine that a fully fledged clothmotion would surpass the existing cloth in time. Same with fluids and particles.


Also, a good plug-in could even be integrated. Was facial system and particles originally plug-in's...wasn't the Mirror Modeller a plug in too?


I would think this thread is correct place for asking about plug-ins with actual new features being in the appropriate area.


No harm in asking either way!!

Post by MadMouse // Sep 1, 2008, 9:11am

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Then let me add 3D Controller support and Lightworks rendering...:D I'll second both of these. I was hoping that the new release of Silo would support the space navigator, but sadly it does not. So if I could get my navigator to work fully with TS it might be the push that I need to start using TS as my modeler of choice again.


PPPPPLLLLLEEEEEAAAAASSSSSEEEEE!!!!!!!!!!

Post by splinters // Sep 1, 2008, 9:21am

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Good to see you are still around Madmouse...and a fellow Space Navigator owner in need of support...:D

Post by blakeo // Sep 1, 2008, 12:04pm

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Can I just add another vote for the Space Navigator... I'm a tablet user these days and I find tS and tablets just don't work well for moving around, so I have to revert to the mouse for tS work.


B

Post by splinters // Sep 1, 2008, 12:15pm

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Total Posts: 4148
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Space nav costs less than a quality mouse and is one substantial bit of kit. I have long been waiting for support for it in tS...fingers crossed eh?

Ooh, just noticed I am only 30 posts of a nice fat 4000!

Post by Steinie // Sep 1, 2008, 3:40pm

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I think to get support for the Space Navigator we need to send our request here.

http://www.3dconnexion.com/

Let them know we are ready to buy their product when they start supporting trueSpace. I also let them know about the SDK release. (I'm sure they already know all this) When they see loads of request from us they will realize a market share they could go after.

Post by hoss // Sep 1, 2008, 3:48pm

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Actually, I believe it is the responsibility of the software developer (Caligari or another third party) to make the Space Navigator work using 3DConnexion's SDK. They will gladly help if you have questions and will "certify" your plug-in and add it to their list of officially supported apps, but they won't make the actual plug in. This is the main reason why there is no Space Navigator support in ZBrush, yet.:(

Post by Steinie // Sep 1, 2008, 3:51pm

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I didn't know that, thanks,

Post by nowherebrain // Sep 4, 2008, 6:11pm

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Import of .obj format, in workspace.

Post by jayr // Sep 4, 2008, 10:45pm

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Total Posts: 1074
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Import of .obj format, in workspace.


export too

Post by W!ZARD // Sep 11, 2008, 2:00pm

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Total Posts: 2603
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Switchable graphic interface for light settings in Workspace.

Select light, click GUI switch, workspace displays effective working range of light (similar to tS6.6). Parameters shown would include Near Clip Plane, Far Clip Plane and Angle.


Pleeeze!:D:D

Post by andras // Sep 15, 2008, 2:35am

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Total Posts: 111
Smooth Sun Light + Phsically sky (with calender)

Post by transient // Sep 15, 2008, 3:15am

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I'll second those ones.:cool:

Post by Humdinger // Sep 16, 2008, 1:26am

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I would like to be able to take my vertex-animated objects created in TS 6+ and be able to import them into WorkSpace with vertex-animation intact.


I am thinking about the Cloth Motion plug-in in particular.


Would be nice to take the vertex-animated object created and import that in TS 7+ Workspace with its vertex animation intact without the Bridge being 'on'.


Personally I still do not quite get why such objects do not just 'work' in the Workspace.


(New cloth tools are nice, but I still find the features available using Cloth Motion superior at this time)

Post by frank // Sep 16, 2008, 8:41am

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MotionStudio 2


;-)

Post by Matski007 // Sep 16, 2008, 12:20pm

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Total Posts: 539
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here is one that may not have been mentioned, some kind of import for Boujou camera data, this could be in the form of importing maya camera data (as it exports maya) or any of the many other output types. Being able to composite using truespace would be very cool indeed and im sure it wouldnt be a massive task to undergo, as only the camera data is really needed, but then i know nothing of programming

Post by frank // Sep 17, 2008, 5:34am

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Total Posts: 709
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Matski007: A while back I wrote an exporter that converts VooDoo camera tracker data (saved to .ma format) to a trueSpace python file.


Didn't know any trueSpace folks used Boujou, due to the $$$, so I went with a Voodoo (free) translator.


http://www.frankladner.com/vd2ts/


I'd be curious if it could also translate the Maya files exported from Boujou.


I kinda doubt it but if Boujou exports the same format of .ma file as Voodoo, then it just might work.

Post by Matski007 // Sep 18, 2008, 11:53am

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Hmm, I would have thought it would work because it is converting a native Maya ms file, meaning the camera data should technically be the same as boujou also exports as Ma, but I cannot install your programs because i get the error 'Component 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid' weird!
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