TS7 Modeller question

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

TS7 Modeller question // Archive: Tech Forum

1  |  

Post by chrono // Mar 15, 2006, 3:17am

chrono
Total Posts: 0
I haven't seen this addressed yet, so I'll ask it.


"Has TS7 become an 'open' modeller yet?" :confused:

Post by tomasb // Mar 15, 2006, 5:55am

tomasb
Total Posts: 261
What do you mean under "open modeler"?

Post by splinters // Mar 15, 2006, 8:48am

splinters
Total Posts: 4148
pic
Does this refer to the SDK being available for users to write their own tools and develop the program themselves?


Not sure either Tomas....:confused:

Post by chrono // Mar 15, 2006, 1:50pm

chrono
Total Posts: 0
Ok an "open modeller" is basically a modeller that allows you to build a model without having to have face to work from. It fundementally allows you to build from the vertex upwards and allowing most operations that are normally only available in face mode in TS(which is a "closed modeller") to be usable in vertex and edge modes as well.


Years ago when the PolyTools plug-in came out I had high hopes that it would have an influence on future TS development. Then I hear more then a year ago that the new version of TS might have edge tools, so I assumed that changes would've been made.

Post by tomasb // Mar 16, 2006, 2:07am

tomasb
Total Posts: 261
We must wait until old code is away - Modeler does not support objects without faces.

New architecture support meshes without faces, but it is disabled for now because it would immediately crash old part of tS - player refuses to do the operation that would create mesh without faces.


You can copy vertices now; edges are not yet supported.

Post by chrono // Mar 16, 2006, 6:38am

chrono
Total Posts: 0
So it's there, but it may not be actually useable within the ts7 versions. Well thats a total shame.

Post by splinters // Mar 16, 2006, 8:41am

splinters
Total Posts: 4148
pic
C'mon Chrono-find a pit of positivity in that news. It is there, just needs activating when the time is right. Much better than to hear it will not happen at all...;)

Post by chrono // Mar 16, 2006, 9:14am

chrono
Total Posts: 0
So it's a positive that ts will be, future speculation, getting a limited version of it then after version 7.2+, or 12-18+ months from now? Darn that's a good bit of hope! And honestly, and I made this a self requirement when rumors of version 7 were floating around that, only ts's recoding into a full 'open' modeller would've gotten me to purchase 7.


Meh... maybe when version 8 rolls around then, since their is no way I'll go back to such an incredibly restrictive modeller. O.W!

Post by splinters // Mar 16, 2006, 9:31am

splinters
Total Posts: 4148
pic
Ouch.....;):rolleyes:


You know I am biased here though...right?....

Post by stoker // Mar 16, 2006, 9:39am

stoker
Total Posts: 506
Meh... maybe when version 8 rolls around then, since their is no way I'll go back to such an incredibly restrictive modeller. O.W!


Somebodys not happy!!

Post by tomasb // Mar 16, 2006, 9:58am

tomasb
Total Posts: 261
So it's a positive that ts will be, future speculation, getting a limited version of it then after version 7.2+, or 12-18+ months from now? Darn that's a good bit of hope! And honestly, and I made this a self requirement when rumors of version 7 were floating around that, only ts's recoding into a full 'open' modeller would've gotten me to purchase 7.


Meh... maybe when version 8 rolls around then, since their is no way I'll go back to such an incredibly restrictive modeller. O.W!


If you have some good reasons, why you need to make edges & vertices etc. and the others will tell yes, he is right, I will definitely increase the priority and find the way how to fool old tS when there are no faces..

Post by chrono // Mar 16, 2006, 4:26pm

chrono
Total Posts: 0
Why it's worth the effort to be able to build vertex's, edges, and faces.

1) Edge modelling - superior to current TS methods of splitloop/split face/cut+move method. Edge modelling is also a techique in which SubD models are not only easier to build but offer far more speed and control.

2) Vertex & Edge extrusion - nearly limitless model building and texturing applications. Vertex based hair anyone? Divide vertex? But expanded tooling is the biggest advantage.

3) Offers faster intial builds - by allowing individual faces to be built and then connected.

4) Better control over some functions(like the shell & extrude tool) because now vertexs, edges, & faces can now have axis's.

5) Allows easier mesh clean-up(remember how bad boolleans get?) and is more open to party development and user development via tool linking.

The most negative thing about open modellers is that unless the programmers make the effort of not allowing the user to do operations that leave stray edges or vertexs around. Which is straight forward enough by not allowing those(corrupted) operations to be carried out by the program.


edit: tryed to send you a PM with further reasoning but that failed, so I can't continue unless I post a link that will get me booted from the boards

Post by Burnart // Mar 16, 2006, 5:11pm

Burnart
Total Posts: 839
pic
I don't know if anyone else out there has used Wings3D but that has the ability to do things like bevel and extrude from edges and vertices which gives you a much freer modelling method that is great for organic forms such as character and figure modelling. Makes the adding of and correcting detail much easier and quicker - no doubt about it. (To be honest over the past couple of years I have done most of my modelling in WingS3D.)


If its just a question of voting to get Caligari to add this kind of thing to the tS modelling set then its got my vote.
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn