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Re: [Nel] Sample MRM interfaces


From: Steven Caron
Subject: Re: [Nel] Sample MRM interfaces
Date: Sat, 3 Jul 2004 17:39:21 -0400

I am glad nevrax got this out. but i am still having problems. the same
problems as before.

before i had setup my interface file the same way. their is some small
problem that i cant seem to pinpoint.. is there a checklist that you guy can
put out? so far i have troubleshooted the scene and have noticed. when i
export a model a log.log file is not made. when i exported your scene a
log.log file so for some reason the meshes are not getting welded or the
interface.max file isnt being accessed.

Does this have to do with version of MAX? i am running 5.1. i have noticed
their are bugs with the tools in 5.1. is it possible that this tool isn't
doing the job correctly? Maybe that i am using edit poly and not edit mesh?
well i have tried converting to edit mesh. nothing.

The interface mesh scene given has "lines" in place of the seams then
converted to edit mesh. is this correct? i have noticed the the differnt
interface mesh parts have different modifiers on them. its hard to
understand how to recreate them since their are inconsistencies.

i have exported hundreds of times trying to figure this out.

this is what is happening...

http://www.neverborn.net/forums/index.php?act=Attach&type=post&id=751

something is going on. its obvious that my seams are being moved. at least
its doing something to the right verts. the stretching is happening on my
seams. but thats obvious the wrong thing is happening.

so i figure if i can get a checklist of some sorts. i can finally figure
this out. get it running

thanks
-Steven 'Strang'
----- Original Message -----
From: "Cyril 'Hulud' Corvazier" <address@hidden>
To: "Developer's list for the NeL platform" <address@hidden>
Sent: Friday, July 02, 2004 1:41 PM
Subject: [Nel] Sample MRM interfaces


> A new sample has been released to show how to setup MRM shapes with
boundary
> interfaces.
> You can download this sample here :
>
> http://www.nevrax.org/download/nel_mrm_interfaces_sample.zip
>
> ---
>
> This is a sample to explain how to use the MRM (multi resolution mesh)
> interfaces NeL features.
>
> ----
>
> This sample is based on Ryzom production files that have been optimized (
> destroyed :-) ) to be released as a sample.
> Unzip the files in order to have a c:\database\ directory.
>
> ----
>
> If your model is composed of several shapes (arms, hands, head, upperbody,
> lowerbody),
> the MRM process will preoduce holes in the character. To correct this
> artifact,
> NeL needs to know what vertices belong the boundary interfaces in order to
> not
> optimize them.
>
> To do this, you need to setup an extra .max file with a mesh for each
> interface templates
> (in this sample the file is called GE_HOM_interfaces_pantabottes.max).
This
> file won't
> produce any shape.
>
> In the main project with your meshes ready to be exported
> (FY_HOM_armor00.max),
> you have to add some info to each meshes:
>
> * In "Node properties->Misc->Interface .max file" put the path to the file
> with the interface templates.
> * Set the "Node properties->Misc->Interface weld threshold". this is the
> delta used to match the mesh vertices with the templates.
> * The normal option flag (see after)
>
> Your shapes are ready to be exported.
> In the log.log file (where you export your shapes), you will have
> info/warning about the interface export status.
>
> ----
>
> You have two choices to compute the normals at the boundary vertices :
>
> 1) Take the template tangent as normal for the boundary. (Don't check the
> "Get interface normals from the scene" flag).
> The advantages : the same vertices in two joined shapes will have the same
> normal, so there won't be
> lighting discontinuities.
> The disadvantage : the computed normal can be far from the true normal.
>
> 2) Take the normals from the scene as normal for the boundary vertices.
> (Check the "Get interface normals from the scene" flag).
> For each boundary vertex, the process will average the normal of all
welded
> vertex at this position and export this normal.
> The advantage : the normal is closer to the true normal.
> The disadvantage : the shapes exported from another project using the same
> interface will have different normals. So
> lighting artifats may occured if you combine several shapes.
>
> ----
>
> Cyril 'Hulud' Corvazier.
>
>
>
>
> _______________________________________________
> Nel mailing list
> address@hidden
> http://lists.nongnu.org/mailman/listinfo/nel-all
>







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