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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]  ]
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