[vos-d] libase questions

2005-08-18 Thread Jonathan Wilson
I am using libase to read *.ASE files as the input format for a converter 
to a custom 3D format used by a particular game.


The format consists of 1 or more meshes (which my program already handles) 
and then it consists of effect points.
An effect point is bascly a 4 x 4 3D transformation matrix with a special 
name that the game interpretes (e.g. to bring in a particle effect file or 
to position a light source).
Can anyone suggest a suitable way for the users of my importer (who use 3D 
programs like 3D Studio MAX, anim8tor, milkshape and others and then use 
various converters and plugins to get the *.ASE file) to put something into 
the 3D model to indicate the effect point so that I can then get it at 
via libase?


There is also another format that has skeletal animation, how can I handle 
that with libase?



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Re: [vos-d] libase questions

2005-08-18 Thread Peter Amstutz

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On Fri, 19 Aug 2005, Jonathan Wilson wrote:

I am using libase to read *.ASE files as the input format for a converter to 
a custom 3D format used by a particular game.


The format consists of 1 or more meshes (which my program already 
handles) and then it consists of effect points. An effect point is 
bascly a 4 x 4 3D transformation matrix with a special name that the 
game interpretes (e.g. to bring in a particle effect file or to position 
a light source).


Can anyone suggest a suitable way for the users of my importer (who use 3D 
programs like 3D Studio MAX, anim8tor, milkshape and others and then use 
various converters and plugins to get the *.ASE file) to put something into 
the 3D model to indicate the effect point so that I can then get it at via 
libase?


Well, some 3D modelers allow for creating simple point objects that are 
pretty much what you want -- you can look for objects with a particular 
name and get their position.  However, even if they can be exported to 
ASE, I'm not sure if libASE handles those.  Failing that, you can hack 
around it by appropriating some other standard object type if you arn't 
using it, such as a camera or point light, and just take the position and 
ignore everything else.


There is also another format that has skeletal animation, how can I handle 
that with libase?


Get me some ASE files with skeletons defined, and I'll add them to the 
library :-)  I wrote libASE basically by reverse engineering a few ASE 
files that someone sent me.  I don't have a license for 3DS Max, so the 
only way I can find out about how to parse new ASE sections is if people 
send me examples.


[   Peter Amstutz   ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED]  ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
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