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Workspace OBJ Import success
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Workspace OBJ Import success // SDK, Plug-in & 3rd Party Area
Post by GraySho // May 9, 2009, 5:01am
GraySho
Total Posts: 695
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Here´s part of my old cathedral. After some boolean operations it got messed up. It should have holes in it, which in tS could only be fixed by triangulating the object. HTH |
Post by Stem // May 9, 2009, 5:59am
Stem
Total Posts: 199
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After some boolean operations it got messed up.
I have just imported that file into 4 different applications, all with the same result. No windows/holes. Either the model was bad or the output was from whatever application you used was. Was it output from TS? |
Post by frootee // May 9, 2009, 8:03am
frootee
Total Posts: 2667
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Here it is; imported into TS.
If you either switch to edit mode (right click on the model, convert to editable mesh), or, switch to wireframe view, you can see the cathedral details.
But if you render, you see a couple cubes. Hm... |
Post by GraySho // May 9, 2009, 9:01am
GraySho
Total Posts: 695
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I suppose your importer works fine, it´s the geometry that´s messed up. Have the same result with LUUV, rendering just cubes. |
Post by frootee // May 9, 2009, 10:19am
frootee
Total Posts: 2667
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Thanks Graysho.
I have some more work to do on it though. |
Post by Stem // May 9, 2009, 11:57am
Stem
Total Posts: 199
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Here it is; imported into TS.
If you either switch to edit mode (right click on the model, convert to editable mesh), or, switch to wireframe view, you can see the cathedral details.
But if you render, you see a couple cubes. Hm...
Hi,
I did see the wire frame. There is a need to start removing/editing faces to correct the problem.
I thought you where under the impression that a new importer would correct this on import when I cannot see how that would be done.
I have models that import correctly into all my other applications, but when imported into TS via the LUUV importer the models get broken apart and messed up.
At the moment I am not even concerned about materials or UVs being imported, I just want to be able to get the models in, I will then use TS workspace for mapping/materials.
- Stem |
Post by frootee // May 10, 2009, 1:57am
frootee
Total Posts: 2667
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No; I thought the term 'messed up' meant it ended up distorted on import.
thanks,
froo |
Post by Stem // May 10, 2009, 2:40am
Stem
Total Posts: 199
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Hi froo,
The model from GraySho was exported as you are seeing imported. So the model needs work inside the 3d application to correct.
- Stem |
Post by frootee // May 10, 2009, 4:44am
frootee
Total Posts: 2667
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Thanks Stem :)
I have a question for everyone.
Since I am fairly new to Materials, etc., how important is it to
load a material on OBJ import? I have it working currently, though there
is an issue with grouping. I've heard some apps, like Messiah, don't even import the materials at all.
Do users typically import the OBJ, then add their own materials? Or
do they prefer to start with something with the basic textures applied, which
are defined in the OBJ and MTL files?
thanks,
Froo |
Post by Jack Edwards // May 10, 2009, 5:54am
Jack Edwards
Total Posts: 4062
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For me I suppose it's important that areas with different materials still end up with different materials. That makes it easy to select by material and re-apply the material I want.
But it's not important to match the actual material exactly on import since each application has a different system for materials and they'll render differently depending on the render engine used anyway. |
Post by frootee // May 10, 2009, 5:58am
frootee
Total Posts: 2667
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Ok thanks Jack.
BTW I found the problem with groups.
I fixed this before; apparently during a merge I blew away some code;
I tested a cube: 12 triangles right?
Well, with group option selected, I ended up with a triangle count of 9,424.
Something is not getting initialized. I'll fix it. :D |
Post by frootee // May 11, 2009, 10:33am
frootee
Total Posts: 2667
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found another problem with faces that appear to fail triangulation, where LUUV succeeded.
LUUV is able to allow a non-coplanar face to be added to the mesh. On the Workspace side, triangulation is required, since internally, all faces are composed of triangles/triangle streams. The triangulator fails on non-coplanar (twisted) faces. This results in missing faces in the imported mesh.
The simple (and only) solution to this is, triangulate the mesh prior to import. That guarantees all verts on each face are coplanar. Just a heads up if you run into this (after the importer is released).
In the picture, I'm trying to show the area you can 'see through'. That's the face that failed triangulation. THis area is twisted/noncoplanar. |
Post by frootee // May 11, 2009, 2:03pm
frootee
Total Posts: 2667
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Maybe I can compensate for that. I'll give it a shot. |
Post by Jack Edwards // May 11, 2009, 6:03pm
Jack Edwards
Total Posts: 4062
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"There is no try. Only do or do not...." :p |
Post by frootee // May 12, 2009, 11:34am
frootee
Total Posts: 2667
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Solved.
I use the SDK triangulator. When there are LOOOOOSER faces, I use Jack's algorithm and triangulate the faces into submission.
Problem is, if a face is not planar. If it fails, I just triangulate 'manually' in code, so to speak; i.e., don't use the SDK triangulator.
Anyway.
Dialog is now modal, so only one instance at a time.
Working on resolving autofacet normals today. Capability is there, but I have a weird bug; a flag is not getting cleared.
Couple things left:
1) a pretty icon, not that smear I did.
2) some faces are flipped. Only 1 or two.
materials: choose the right d3d material; yank out unnecessary fluff. |
Post by Jack Edwards // May 12, 2009, 1:28pm
Jack Edwards
Total Posts: 4062
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Haha, smack down those looooser faces! :p
Modal is a good choice, that should solve the issue Tiles found related to the dialog going behind the main window as well. |
Post by frootee // May 21, 2009, 3:24am
frootee
Total Posts: 2667
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Ok this one's just about finished.
Prodigy created a much cleaner d3d material for the MTL files, so I'll be using that.
Last thing:
Materials and grouping. I tried creating a material node, and just copying that into each group encapsulator. Not much luck yet with that.
So, I'll try to see if I can get material instancing working, though that may be a bit hairy. Barring this, I have something else up my sleeve. |
Post by Jack Edwards // May 21, 2009, 3:38am
Jack Edwards
Total Posts: 4062
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Not much time left to get your plugin out, since there will only be a large influx of users over the next few days. You might want to save the material instancing for a future patch/version. :o |
Post by frootee // May 21, 2009, 3:45am
frootee
Total Posts: 2667
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ok; currently, materials don't work with groups.
suggestions? Release as is? |
Post by Jack Edwards // May 21, 2009, 4:01am
Jack Edwards
Total Posts: 4062
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Ah I see, depends on how long it takes to fix. ;)
If you can get it done today, I think you should shoot for releasing tonight or tomorrow morning. Have you thought about a distribution method? trueSourceShop.com? |
Post by frootee // May 21, 2009, 4:08am
frootee
Total Posts: 2667
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well I think I see what I can do.
The fast solution is not the most efficient, but it will work.
I'll have to read the MTL file for each group. Maybe not that big of a deal but I will have to load the D3dmaterial.RsObj for each group. So if I have 1,000 groups then that file gets loaded 1,000 times. Oh well. May not take that long but, well, it's hairy. We'll see.
Basically I have a function called ProcessMtlFile().
Rather than add the material node to the main encapsulator, I can pass an encapsulator pointer: either the main encaps, or a group encaps. Minor modifications required. Busy day though; I'll try to get it done. |
Post by Jack Edwards // May 21, 2009, 4:13am
Jack Edwards
Total Posts: 4062
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Heh, that'd be a crazy OBJ file.... :p
Sounds like you're on the right track! Good luck! :banana:
(So this means I can resume working on my FBX importer now right? ;)) |
Post by frootee // May 21, 2009, 4:27am
frootee
Total Posts: 2667
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yes, please carry on; don't let me hold you back! |
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