Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-27 Thread Jim Wilson
David Megginson said:

 On Sat, 25 Dec 2004 16:23:29 -0600, Curtis L. Olson
 [EMAIL PROTECTED] wrote:
 
  .ssg format is basically a binary memory dump of the internal ssg
  structures.  This has some advantages within plib-based applications,
  but it would be tough to build an exporter from a non-plib application.
  It would be a lot simpler to build a plib-based converter, but then
  you'd need to be able to read the source format into plib anyway.  .ssg
  is extremely non portable, and would make it very difficult for people
  to edit the models with any non-plib based modelers, and I'm not aware
  of any plib-based modelers that are far enough along to be useful.  I
  think we would do better to stay with high level 3d formats.
 
 I know that no one particularly loves VRML, but it is text based (like
 AC3D) and open.  As long as we're just doing textured and tinted
 meshes, with the more complex stuff (like animations) in external XML
 files, is there any good reason *not* to go with VRML, especially
 since we can compress the files on disk with gzip?
 

This sounds interesting, I'm just not familiar enough with it.  What would be
involved in making this change?

Curt's idea of storing .ssg in a cache fashion also sounds interesting.  Sort
of along the same theme I'm wondering if we could gain some benifit by caching
binary representations of other XML config files (like 3d cockpit animations,
etc).  The amount of xml processing during intialization is becoming quite
large in some cases.

In reference to the original question on this thread,  should we as a project
be maintaining blender (or MAX, etc) _sources_ regardless of which direction
we take?  If a given model was developed in blender,  shouldn't we be
providing blender sources in a _base package source_ distribution so that
future changes are also handled by blender users?  This particular problem as
I see it is that once an exported to ac3d model is commited to cvs with
changes from an ac3d user, then the blender users are nolonger able to
contribute to that model.

Of course the flip side to this argument is that if we commit to providing
blender sources and requiring blender source modifications (which itself is
fraught with blender version issues),  then we effectively commit to the
blender format for that model,  regardless of which format FlightGear actually
loads.

Would VRML give us true modeler portability?   Can ac3d (or whatever closed
source modeler) import a VRML model and have all features intact,  and then
export it back to VRML in a way that a blender user could import the same
model and see the same changes?  Can blender even import it's own exported
VRML and have all the features intact?

Best,

Jim


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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-27 Thread Dave Martin
I just wanted to experiment with VRML models a little.

I've had no luck loading one as yet (VRML 1.0 or 2.0)

Does FlightGear/SimGear/plib have to be compiled with any extra options to 
support VRML or is it just unsupported right now?

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-27 Thread Curtis L. Olson
Dave Martin wrote:
I just wanted to experiment with VRML models a little.
I've had no luck loading one as yet (VRML 1.0 or 2.0)
Does FlightGear/SimGear/plib have to be compiled with any extra options to 
support VRML or is it just unsupported right now?
 

I think that plib does have some sort of vrml loader, but I don't think 
it's very advanced or very capable (based on what I've heard.)  If you 
are dealing with a plib based app, you probably want to consider 
converting the model to a better supported format.

For what it's worth, this isn't necessarily a knock on plib.  3d formats 
are hard, and the line between geometry and functionality get's blury, 
and an application always needs to communicate more than plain 
geometry.  So everyone is tempted to push more information into the 3d 
format, but this is hard to do in a non-application specific way.  
Things like vrml and openflight are an *attempt* to encapsulate a lot of 
functionality into the format but they aren't always as successful, or 
generic as we'd like them to be.

It's a very difficult problem ... FlightGear has xml wrappers on top of 
our models, but that means you have to hand code things like LOD and 
animations and can't do it in the modeler ... tough problem...

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-27 Thread Ampere K. Hardraade
On December 27, 2004 03:52 pm, Ampere K. Hardraade wrote:
 On December 27, 2004 02:27 pm, Jim Wilson wrote:
  Would VRML give us true modeler portability?   Can ac3d (or whatever
  closed source modeler) import a VRML model and have all features intact,
   and then export it back to VRML in a way that a blender user could
  import the same model and see the same changes?  Can blender even import
  it's own exported VRML and have all the features intact?

 3D Max Studio can't import VRML.  I don't know about other modellers
 though.

Correction: appearently, it can import VRML.

Ampere

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-27 Thread David Megginson
On Mon, 27 Dec 2004 19:27:03 -, Jim Wilson [EMAIL PROTECTED] wrote:

  I know that no one particularly loves VRML, but it is text based (like
  AC3D) and open.  As long as we're just doing textured and tinted
  meshes, with the more complex stuff (like animations) in external XML
  files, is there any good reason *not* to go with VRML, especially
  since we can compress the files on disk with gzip?
 
 
 This sounds interesting, I'm just not familiar enough with it.  What would be
 involved in making this change?

The same thing that is involved in switching to any format -- writing
a VRML 1.0 importer for plib (or directly for FlightGear).  The
advantages of VRML are

a) *every* 3D modelling program can import and export it; and

b) it's text-based, so it's easy to debug problems and to generate
VRML models or components using scripts.

VRML was meant to be as big as HTML, creating a new, 3-D web browsing
experience.  That was total BS, of course -- I mean, do you really
want to use a 3-D interface to bid on eBay or check movie listings? --
and to try to recover from the 3-D-for-the-web failure, llater
versions of VRML added actions and all kinds of extra stuff that few
ever implemented properly; it was also eventually XML-ified.  The
original, text-based, non-XML VRML 1.0, which is fairly simple, should
have all we need for textured meshes, however.  There is currently a
VRML 1.0 importer in plib, but it doesn't quite work (it messes up on
textures, if I recall correctly).  Having a VRML 1.0 importer that
worked as well as the AC3D importer would make things very easy --
just tell people to save as VRML no matter what modeller they're
using.

 Curt's idea of storing .ssg in a cache fashion also sounds interesting.  Sort
 of along the same theme I'm wondering if we could gain some benifit by caching
 binary representations of other XML config files (like 3d cockpit animations,
 etc).  The amount of xml processing during intialization is becoming quite
 large in some cases.

The trick is coming up with something that loads faster than the XML,
or the caching is pointless.  Out in the wild, people have tried and
mostly failed.  Most of the overhead, I think, comes not from the XML
parsing but from opening and closing so many tiny files, so 100
pre-compiled binary files will take just about as long to load as 100
text XML files -- perhaps if you could dump everything into a single
file, load times would improve.

When I turn on debugging output, most of the load time does not seem
to be reading config files, though.

 If a given model was developed in blender,  shouldn't we be
 providing blender sources in a _base package source_ distribution so that
 future changes are also handled by blender users?

Yes -- give me a place to put my models, and I'll gladly make the
Blender source available.  Right now, it's in a temporary directory
for anyone who wants it:

http://www.megginson.com/Private/Models/

 Of course the flip side to this argument is that if we commit to providing
 blender sources and requiring blender source modifications (which itself is
 fraught with blender version issues),  then we effectively commit to the
 blender format for that model,  regardless of which format FlightGear actually
 loads.

You have to distinguish between the maintainer and contributors.  As
long as I'm maintaining, say, the J3 Cub model, any contributors
should make their changes to the Blender source, since Blender is my
chosen format.  If a different maintainer takes over (or forks the
model), then that maintainer may choose to keep the source in 3DS,
AC3D, or some other format.  I don't think that we should dictate to
people what modelling program they have to use, though, obviously,
they'll do better attracting contributors if they use an Open-Source
one, or at least a cross-platform one.

 Would VRML give us true modeler portability?   Can ac3d (or whatever closed
 source modeler) import a VRML model and have all features intact,  and then
 export it back to VRML in a way that a blender user could import the same
 model and see the same changes? 

You will lose information that's useful to the modeller, like, say,
object grouping.  VRML is good enough for displaying a model in
FlightGear, but just about every modeller keeps a lot of extra
information around that's useful to the designer, and that will be
lost.  If a new maintainer is taking over and wants to switch to a
different modelling program, VRML is a good way to get the basic mesh
objects and textures in there, but then there will be some work
regrouping, etc.

 Can blender even import it's own exported
 VRML and have all the features intact?

No, because VRML just stores the basic mesh objects and textures, not
all the other Blender information (which FlightGear doesn't use
either, by the way).  It's somewhat similar to saving as RTF and then
reloading into Word or OpenOffice.


All the best,


David

-- 
http://www.megginson.com/


Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-27 Thread David Megginson
On Mon, 27 Dec 2004 15:52:01 -0500, Ampere K. Hardraade
[EMAIL PROTECTED] wrote:

 3D Max Studio can't import VRML.  I don't know about other modellers though.

Are you certain?  Even the dinky little shareware modellers usually
support VRML 1.0 import and export -- it's like a spreadsheet not
importing CSV.


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-27 Thread Dave Martin
On Monday 27 Dec 2004 21:11, David Megginson wrote:

 You have to distinguish between the maintainer and contributors.  As
 long as I'm maintaining, say, the J3 Cub model, any contributors
 should make their changes to the Blender source, since Blender is my
 chosen format.  If a different maintainer takes over (or forks the
 model), then that maintainer may choose to keep the source in 3DS,
 AC3D, or some other format.  I don't think that we should dictate to
 people what modelling program they have to use, though, obviously,
 they'll do better attracting contributors if they use an Open-Source
 one, or at least a cross-platform one.


 You will lose information that's useful to the modeller, like, say,
 object grouping.  VRML is good enough for displaying a model in
 FlightGear, but just about every modeller keeps a lot of extra
 information around that's useful to the designer, and that will be
 lost.  If a new maintainer is taking over and wants to switch to a
 different modelling program, VRML is a good way to get the basic mesh
 objects and textures in there, but then there will be some work
 regrouping, etc.

As I've mentioned, the modifications to the c172p that I made were with ac3d 
(it's not a hugely powerful modeller but speed of development is good).

What exactly will have been stripped out of the model on export to AC3D - 
Specifically is it groupings or are there other things gone?

I'd like to 'port' the design back to .blend if possible to avoid the 'fork'.

It appears that the latest version of AC3D maintained the specular / diffuse 
etc material info. - Not sure whether Blender keeps that on import from AC3D 
tho.

Cheers

Dave Martin

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-27 Thread David Megginson
On Mon, 27 Dec 2004 21:28:18 +, Dave Martin
[EMAIL PROTECTED] wrote:

 As I've mentioned, the modifications to the c172p that I made were with ac3d
 (it's not a hugely powerful modeller but speed of development is good).

I'm happy to hand over the 172p to Dave or someone else who is willing
to take it over and give it a lot of TLC -- it's our default aircraft,
so it should look better than it does (i.e. a proper interior with
fabrics, door handles, placards, etc.).

One thing that Blender loses on AC3D export is reused meshes; for
example, I might have 10 objects that all use the same mesh (think
knobs or antennas), and in Blender, any change I make to one will
appear in all the others; on export, the link is lost, and they're 10
separate objects.  As Dave mentioned, specular and emissive colours
are also lost on AC3D export (at least the last time I checked), and I
have to edit them into the *.ac file by hand after export.  Sometimes
I also have to rearrange the objects for alpha ordering.


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread James Turner
On 26 Dec 2004, at 00:37, Curtis L. Olson wrote:
What did I say that was incorrect?  If I've missunderstood something 
about plib/ssg I'd appreciate being corrected.  If  modeling is still 
done in blender/ac/multigen/whatever, then you need a conversion path 
to plib.  That means going through one of the existing loaders no 
matter how you approach it.  Using .ssg doesn't gain you anything in 
terms of rendering quality or features since you have to pass through 
a higher level format anyway.  The only thing .ssg gives you is 
potential model load performance increases, although I've never seen 
any comparison benchmarks ...  If you do get a performance increase, 
then perhaps we could have some util that converts to other formats to 
.ssg on the fly  ... so you pay a price when you first load a new 
model, but after that, for each subsequent run of the application, you 
can load the .ssg format.

We just need to handle this in a way the doesn't send us down a one 
way .ssg street.
What it means is that the MAX / Blender exporters for .ssg need to be 
linked against PLIB, but so what? That's not difficult (that I can 
see). And the core issue is that it's easier to do the selective 
mapping of modeller features (nurbs, meshes, materials, animations, 
whatever) to renderer features inside that modeller's exporter API, 
which invariably makes all the data available in sensible, documented 
ways. The exporter becomes code that builds a PLIB scene graph by 
traversing the modeller's data, and then saves that graph.

One catch is that the Blender exporter would have to be a compiled 
plugin, not a Python script (unless Norman is sitting on a 
Python-wrapper for PLIB :-), but that will still be less coding, and 
more maintainable, than trying to deal with the entirety of a Blender 
file (or other high-level format) inside a PLIB loader. Which, as you 
pointed out, is *exactly* why many of the PLIB loaders have 
limitations.

Again, this is exactly analogous to the 2d art pipeline - people edit 
in a rich format like Gimp / Photoshop, but no one would suggest trying 
to load those formats directly in a game (layers, paths and all); you 
keep your original files around some place, and export / Save As to 
whatever simple format suits your needs, whether it be PNG or RGB or 
JPEG.

Anyway, I'll go back to lurking now.
James
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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Lee Elliott
On Sunday 26 December 2004 09:28, James Turner wrote:
 On 26 Dec 2004, at 00:37, Curtis L. Olson wrote:
  What did I say that was incorrect?  If I've missunderstood
  something about plib/ssg I'd appreciate being corrected.  If
   modeling is still done in blender/ac/multigen/whatever,
  then you need a conversion path to plib.  That means going
  through one of the existing loaders no matter how you
  approach it.  Using .ssg doesn't gain you anything in terms
  of rendering quality or features since you have to pass
  through a higher level format anyway.  The only thing .ssg
  gives you is potential model load performance increases,
  although I've never seen any comparison benchmarks ...  If
  you do get a performance increase, then perhaps we could
  have some util that converts to other formats to .ssg on the
  fly  ... so you pay a price when you first load a new model,
  but after that, for each subsequent run of the application,
  you can load the .ssg format.
 
  We just need to handle this in a way the doesn't send us
  down a one way .ssg street.

 What it means is that the MAX / Blender exporters for .ssg
 need to be linked against PLIB, but so what? That's not
 difficult (that I can see). And the core issue is that it's
 easier to do the selective mapping of modeller features
 (nurbs, meshes, materials, animations, whatever) to renderer
 features inside that modeller's exporter API, which invariably
 makes all the data available in sensible, documented ways. The
 exporter becomes code that builds a PLIB scene graph by
 traversing the modeller's data, and then saves that graph.

 One catch is that the Blender exporter would have to be a
 compiled plugin, not a Python script (unless Norman is sitting
 on a Python-wrapper for PLIB :-), but that will still be less
 coding, and more maintainable, than trying to deal with the
 entirety of a Blender file (or other high-level format) inside
 a PLIB loader. Which, as you pointed out, is *exactly* why
 many of the PLIB loaders have limitations.

 Again, this is exactly analogous to the 2d art pipeline -
 people edit in a rich format like Gimp / Photoshop, but no one
 would suggest trying to load those formats directly in a game
 (layers, paths and all); you keep your original files around
 some place, and export / Save As to whatever simple format
 suits your needs, whether it be PNG or RGB or JPEG.

 Anyway, I'll go back to lurking now.
 James

Simply having a loader for more capable model formats, such as 
the native Blender format, .3DS, .OBJ or whatever isn't going to 
add new features to the renderer and won't improve the 
appearance of the models.

When the renderer supports more features, such as multiple 
texture mapping, per-face mapping, scope mapping, trim-curves 
etc. it would be necessary to use a new model format but until 
then it would just be a case of storing info that's unusable.

Having said that, I don't know exactly what the capabilities of 
the renderer are - afaik they seem to match the capabilities of 
the .AC format atm i.e. single texture map per object, smooth or 
flat shading, transparency and a range of lighting 
characteristics.

LeeE

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RE: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Norman Vine
 
 [offlist]
 
 On Sat, 25 Dec 2004 19:02:47 -0500, Norman Vine wrote:
 
  Excuse me Curt but 
  
  This is bordering on FUD
 
 Exchange formats are designed to capture common information for many
 different uses; proprietary formats, like PLIB's SSG, are optimized
 for a single app or library.  Even if you (Norm) disagree with Curt's
 suggestion to avoid formats designed for a single app or library, I'm
 surprised that you cannot admit that this is something intelligent
 people can disagree on, rather than accusing Curt (of all people) of
 spreading fear, uncertainty, and doubt.

Excuse me but this is FUD !

SSG is certainly not propriatary in any reasonable man's vocabulary !!

The sggestion that FGFS who's native format is SSG would be somehow 
limited by using the native SSG load function esp. given there is an 'editable' 
model in the format of the Editor application that created the model is 
'bordering' on FUD.  

FWIW If and when FlightGear exchanges SSG for another internal 
SceneGraph I would suggest using that SceneGraph's native loaders
also !

Perhaps we would all get along better if we only spoke Esparanto 
outside of our homes also :-)

Merry Christmas all,

Norman

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread David Megginson
On Sun, 26 Dec 2004 09:53:49 -0500, Norman Vine [EMAIL PROTECTED] wrote:

 SSG is certainly not propriatary in any reasonable man's vocabulary !!

You need to distinguish open specs from open formats.  For example,
MSIE is closed source but uses open formats (HTML, CSS, etc.); Open
Office is open source but uses proprietary formats (file formats that
they developed themselves and no one else uses).

I wouldn't bother with Esperanto, but at least I'd prefer a language
like English that people other than me use.

Anyway, my original point was that whether you agree or disagree, you
were being a little loose with the accusation of FUD against Curt. 
He's making a legitimate point, not trying to mislead people into
doubting plib.


All the best,


David

-- 
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RE: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Norman Vine
David Megginson writes:
  
 Anyway, my original point was that whether you agree or disagree, you
 were being a little loose with the accusation of FUD against Curt. 
 He's making a legitimate point, not trying to mislead people into
 doubting plib.

If you reread my original post you will note I didn't accuse anyone 
of spreading FUD.

I think I chose my wording rather carefully i.e.   'bordering'

You may not agree with me but FlightGear would be better recieved 
if it used more pre-compiled objects and their appropriate loaders.

i.e. Just because FGFS is written in 'C++' doesn't mean you have
to re run a compiler over the whole source tree everytime you want
to use it.  

What-is-good-for-code-is-also-good-for-data'ly yr's

Norman

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
David wrote:

As long as we're just doing textured and tinted
meshes, with the more complex stuff (like animations) in external XML
files, is there any good reason *not* to go with VRML, especially
since we can compress the files on disk with gzip?

Do you completely hand edit the XML?
Do you plan to keep it that way?

All the best,


David

Bye bye,
Wolfram.


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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
Curt wrote:

I believe the main issue is that whatever format we go with has to have 
a good plib/ssg loader for it.  

Yes, if you standardise on one or two standard formats, the PLIB
loader will be important. 


In fact, it seems like all the plib loaders (except for the 
ad/ssg loaders) have show stopping problems in places.

Have you looked at ASE, OBJ and .X (in addition to AC3D)?
Also, there is a new *.asc loader.

BTW, all 3D models for a forthcoming commercial flight sim 
have gone through the ASE loader. I am working on animations for it
right now. It currently works almost always :-/. The sim is called
Battle of Britain 2 Wings of Victory :-/.

Curt.

Bye bye,
Wolfram.


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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
Curt wrote:

.ssg 
is extremely non portable, and would make it very difficult for people 
to edit the models with any non-plib based modelers, and I'm not aware 
of any plib-based modelers that are far enough along to be useful.  

... as modelers, correct.

However, PPE is nice as a converter and makes a great tool for anyone
making 3D models for a flightsim.

Regards,

Curt.

Bye bye,
Wolfram.


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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
Norman Vine wrote:

Erik Hofman writes:
 
 Norman Vine wrote:
 
  If someone was to do this I would suggest exporting to 
  the native .ssg binary format :-)
 
 If they could fix the .ssg endianness problem in the process I'm all for it.

Sounds good :-)

[...]
Am I missing something here ?

Your idea should work.

Norman

Bye bye,
Wolfram.


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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
Curt wrote:

If I've missunderstood something 
about plib/ssg I'd appreciate being corrected.  If  modeling is still 
done in blender/ac/multigen/whatever, then you need a conversion path to 
plib.  

I think you guys are speaking aside each other.
Curt wants to allow different modellers.

James OTOH correctly says that the thing professionals do instead is
to decide on one modeller, say Blender OR 3DS Max etc, and then write
an exporter into their own propriatery format. This is the path
suggested both by Kinetix (and probably the other big players in 3D
modelling) and by mostgame developers that have done it. So, no
standard format is involved. Norman - IMHO correctly - wrote that if
you do that, the propriatery should be SSG, since that loads very
fast. This is a HUGE thing for a flight sim. I am currently loading
ascii files into the sim I work on to make development easy. A plane
needs over a second. If you realise that a frame that is 50 ms longer
than other frames is EASILY visible, then an ascii format is a factor
20 too slow. 

I think the first decision that needs taking is whether you want to
mainly support say two modellers really well and the others not so
well or whether it is a very high priority to support all modellers
out there equally well. In the first instance, I support
James/Norman's idea of an SSG exporter.

Curt.

bye bye,
Wolfram.


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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread David Megginson
On Sun, 26 Dec 2004 17:41:20 +0100, Wolfram Kuss
[EMAIL PROTECTED] wrote:

 Do you completely hand edit the XML?

I hand-edit the animations, but eventually, we could look at something
more standardized.

 Do you plan to keep it that way?

Since Blender has scripting support, it would be possible to generate
the XML animation files from it, if anyone cared enough.


All the best,


David

-- 
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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Roy Vegard Ovesen
On Saturday 25 December 2004 04:48, Jim Wilson wrote:
 Those using blender,  what exactly (if anything) needs to be done to the ac
 file after exporting it to ac format now?

All the models that I've created in blender work without any modifications. 
I've also tried to let blender export to various other formats that plib can 
read, with varying success. I don't remember the details but colors were more 
or less wrong and axes were not as expected.

-- 
Roy Vegard Ovesen

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Dave Martin
Incidentally; would I be loosing anything if I re-imported the .ac back to 
Blender?

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Chris Metzler
On Sat, 25 Dec 2004 12:38:53 +
Dave Martin wrote:
 
 I have noticed that Blender seems to strip specular material settings
 when exporting to .ac
 
 Not sure if this is something I'm doing wrong or an issue with Blender.

Neither.  Blender strips them out because the ac3d file format doesn't
support them.

http://projects.blender.org/tracker/?group_id=9atid=125func=detailaid=1461

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Chris Metzler
On Sat, 25 Dec 2004 03:48:29 -
Jim Wilson wrote:

 
 Wasn't this a blender model?  Do we want to go the route of breaking
 away from the blender artists by working on the converted ac3d format
 files?  If we don't, then we should probably have blender sources
 available along with the base distribution.  I like ac3d a lot, but
 after getting gypped by the developer,  I'm looking at the whole idea of
 developing open sourced models with a closed source tool in a much
 different light.

No kidding.  It's really surprising that plib supports several proprietary
3d modellers, but doesn't support the one really powerful and popular
open source modeller.  But I don't suppose it's because they're opposed,
but rather because no one has sent in code.

It's a shame, too, because .blend files can include a lot of detail that
e.g. ac3d files cannot.


 Those using blender,  what exactly (if anything) needs to be done to the
 ac file after exporting it to ac format now?  Are there any unresolvable
 problems.  I'm just wondering if using the exporter code it might be
 reasonable to write a loader for blender files.

A plib loader for .blend would, IMHO, be an incredible boon for FG.  As
noted, ac3d file format can't include specular/diffuse shading info.
Blender/.blend files also give you the ability to texture an object's
faces in a fashion other than UV mapping -- by assigning (named) materials
to faces, and then assigning different textures to the different
materials.  ac3d files can't do this.  There's a lot of other .blend
functionality that ac3d can't do (e.g. procedural textures), but these
two are the ones that have bitten me so far.

-c

-- 
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RE: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Norman Vine
Chris Metzler writes:
 
 No kidding.  It's really surprising that plib supports several proprietary
 3d modellers, but doesn't support the one really powerful and popular
 open source modeller. 

PLib was written *before* blender *was*
 
 A plib loader for .blend would, IMHO, be an incredible boon for FG. 

PLib is Open Source and If it itches ...  :-)

Norman

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Dave Martin
I just noticed that Blender apparently does not support 'lines' ie: a line 
drawn between 2 vertices with no real width (although visible).

Is there a way to make blender use 'lines' or is it polys only?

Lines can be handy to represent aerials etc and have a very minimal overhead 
when rendered in FG.

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Arnt Karlsen
On Sat, 25 Dec 2004 16:05:19 +, Dave wrote in message 
[EMAIL PROTECTED]:

 I just noticed that Blender apparently does not support 'lines' ie: a
 line drawn between 2 vertices with no real width (although visible).
 
 Is there a way to make blender use 'lines' or is it polys only?
 
 Lines can be handy to represent aerials etc and have a very minimal
 overhead when rendered in FG.

..a cheap shot in the dark: lines are _narrow_ polygons in Blender?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Chris Metzler
On Sat, 25 Dec 2004 10:54:41 -0500
Norman Vine wrote:
Chris Metzler writes:
 
 A plib loader for .blend would, IMHO, be an incredible boon for FG. 
 
 PLib is Open Source and If it itches ...  :-)

Absolutely -- that's why I wrote that I don't think plib developers
are opposed, but rather it's just that no one has contributed it.
If I knew more than how to do Hello World in C/C++ at this point,
I'd be game!  Barring that, my doing it has to wait until I *do*.

-c  (now, if plib had been written in Fortran, hehehehe)

-- 
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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Dave Martin
On Saturday 25 Dec 2004 17:09, Arnt Karlsen wrote:
 On Sat, 25 Dec 2004 16:05:19 +, Dave wrote in message

 [EMAIL PROTECTED]:
  I just noticed that Blender apparently does not support 'lines' ie: a
  line drawn between 2 vertices with no real width (although visible).
 
  Is there a way to make blender use 'lines' or is it polys only?
 
  Lines can be handy to represent aerials etc and have a very minimal
  overhead when rendered in FG.

 ..a cheap shot in the dark: lines are _narrow_ polygons in Blender?

What I'm getting at is that the .ac file supports a line drawn between 2 
vertices whereas Blender *seems* to require at least three (to make a thin 
triangle) 

Am I correct with this or is there some way to do vertex-vertex lines in 
Blender?

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread James Turner
On 25 Dec 2004, at 14:43, Chris Metzler wrote:
A plib loader for .blend would, IMHO, be an incredible boon for FG.  As
noted, ac3d file format can't include specular/diffuse shading info.
Blender/.blend files also give you the ability to texture an object's
faces in a fashion other than UV mapping -- by assigning (named) 
materials
to faces, and then assigning different textures to the different
materials.  ac3d files can't do this.  There's a lot of other .blend
functionality that ac3d can't do (e.g. procedural textures), but these
two are the ones that have bitten me so far.

This is absolutely the wrong approach; the .blend file (like the .3ds 
format) is a very, rich, complex format that evolves with Blender 
releases. Just like 3DS, it is a dreadful format to import / export, 
and no-one should try.

The correct approach is to pick a format that makes sense for 
FlightGear (whatever that may be), and write / find / improve a Blender 
exporter script (which are written in Python) for that format. The 
exporter API evolves slowly across Blender releases and is stable for 
precisely this reason.

BTW, this is why 3DS do not document their file format, but do provide 
a very good exporter API. All commerical games invariably use an 
efficent, renderer specific format for their meshes; early in the 
development cycle they write a 3DS exporter (or Maya, etc) and give it 
to the artists, and that it the tool-chain. For plib, that format would 
probably be some kind of serialised representation of the scene-graph, 
but I'm not a PLIB expert.

BTW, I have been through this cycle with WorldForge clients; currently 
one client loads 3DS files, but we are hurriedly switching to 'export' 
formats (as opposed to editable ones) becuase the 3DS loaders are 
enormous and complex. Trying to load 3DS / .blend / .lwo (and, I would 
contend, .ac3d) is analagous to saying FG should load it's textures as 
XCFs / .psps / PaintShopPro files - it's possible, but why on earth 
would you go to so much effort?

HH
James

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RE: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Norman Vine
James Turner writes:
 
 On 25 Dec 2004, at 14:43, Chris Metzler wrote:
 
 
  A plib loader for .blend would, IMHO, be an incredible boon for FG. 
 
 This is absolutely the wrong approach; the .blend file (like the .3ds 
 format) is a very, rich, complex format that evolves with Blender 
 releases. Just like 3DS, it is a dreadful format to import / export, 
 and no-one should try.
 
 The correct approach is to pick a format that makes sense for 
 FlightGear (whatever that may be), and write / find / improve a Blender 
 exporter script (which are written in Python) for that format.

If someone was to do this I would suggest exporting to 
the native .ssg binary format :-)

direct'ly yr's

Norman



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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Erik Hofman
Norman Vine wrote:
If someone was to do this I would suggest exporting to 
the native .ssg binary format :-)
If they could fix the .ssg endianness problem in the process I'm all for it.
Eirk
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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Curtis L. Olson
Erik Hofman wrote:
Norman Vine wrote:
If someone was to do this I would suggest exporting to the native 
.ssg binary format :-)

If they could fix the .ssg endianness problem in the process I'm all 
for it.

.ssg format is basically a binary memory dump of the internal ssg 
structures.  This has some advantages within plib-based applications, 
but it would be tough to build an exporter from a non-plib application.  
It would be a lot simpler to build a plib-based converter, but then 
you'd need to be able to read the source format into plib anyway.  .ssg 
is extremely non portable, and would make it very difficult for people 
to edit the models with any non-plib based modelers, and I'm not aware 
of any plib-based modelers that are far enough along to be useful.  I 
think we would do better to stay with high level 3d formats.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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RE: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Norman Vine
Erik Hofman writes:
 
 Norman Vine wrote:
 
  If someone was to do this I would suggest exporting to 
  the native .ssg binary format :-)
 
 If they could fix the .ssg endianness problem in the process I'm all for it.

Hi Eric,

[EMAIL PROTECTED] Intel really messed the world up didn't they :-)

However I don't think this should be very hard todo as
AFAIK all SSG low level file access goes thru the functions 
in  ssgio.cxx.  

We just need to decide which endianness is the default
and then wrap all the lowlevel code for the other method
with the appropriate inlines from PLIB::Util::ul.h

Which version gets compiled in would be controlled by the 
configure script.

Am I missing something here ?

Norman




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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Curtis L. Olson
Norman Vine wrote:
Curtis L. Olson writes:
 

Norman Vine wrote:
 

If someone was to do this I would suggest exporting to the native 
.ssg binary format :-)
   

.ssg format is basically a binary memory dump of the internal ssg 
structures.  This has some advantages within plib-based applications, 
but it would be tough to build an exporter from a non-plib application.  
It would be a lot simpler to build a plib-based converter, but then 
you'd need to be able to read the source format into plib anyway.  .ssg 
is extremely non portable, and would make it very difficult for people 
to edit the models with any non-plib based modelers, and I'm not aware 
of any plib-based modelers that are far enough along to be useful.  I 
think we would do better to stay with high level 3d formats.
   

Excuse me Curt but 
This is bordering on FUD 

You still have the original Blender Files
How-long-do-we-wait-for-FlightGear-to-load'ly yr's
 

What did I say that was incorrect?  If I've missunderstood something 
about plib/ssg I'd appreciate being corrected.  If  modeling is still 
done in blender/ac/multigen/whatever, then you need a conversion path to 
plib.  That means going through one of the existing loaders no matter 
how you approach it.  Using .ssg doesn't gain you anything in terms of 
rendering quality or features since you have to pass through a higher 
level format anyway.  The only thing .ssg gives you is potential model 
load performance increases, although I've never seen any comparison 
benchmarks ...  If you do get a performance increase, then perhaps we 
could have some util that converts to other formats to .ssg on the fly  
... so you pay a price when you first load a new model, but after that, 
for each subsequent run of the application, you can load the .ssg format.

We just need to handle this in a way the doesn't send us down a one way 
.ssg street.

Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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