Does Anyone out there have any good advice on importing 3Ds files into Hash?
At Sherwood's Forest, the Hash Tutorials site, you can download Howard Trickey's modified Crossroads app, which can export a quad poly model to a DXF format while preserving the quads. You don't want to import models that are tessellated into triangles. Those are useless for almost everything, but the quads import nicely, leaving less to clean up. No models seem to import perfectly, but just imagine the miracle that's taking place and be grateful it happens at all ..... I think of importing models as a step toward finishing a model in A:M, rather than as a way to bring a completed model in. You'll have to do some, maybe lots, of your modeling in A:M.
--James Poulkos
AdditionalyRaf Anzovin has a nice tutorial that can be found on his web site: http://www.anzovin.com
--James Hash, Hash, Inc.
When I import a 3DS file into Animation Master it should import all the maps, correct?
The 3ds exporter doesn't support maps. I believe it supports color groups, but that’s all.
-Mike Hovland
Does anyone out their have any good advice on importing 3DS files into Animation Master?
At Sherwood's Forest, the Hash Tutorials site, you can download Howard Trickey's modified Crossroads app, which can export a quad poly model to a DXF format while preserving the quads. You don't want to import models that are tessellated into triangles. Those are useless for almost everything, but the quads import nicely, leaving less to clean up. No models seem to import perfectly, but just imagine the miracle that's taking place and be grateful it happens at all. I think of importing models as a step toward finishing a model in A:M, rather than as a way to bring a completed model in. You'll have to do some, maybe lots, of your modeling in A:M.
-James Poulakos
Why can I see through my exported models in my realtime viewer? Like, when I look at the front of the face I can see through to the back of the head, and when looking at the back of the head, I can see through it and see the back of the face...
There might be a chance that your normals are out of wack and are all facing inward. your realtime viewer probably doesnt show backfaces and only displays the polygons whose normals face the camera.(which is why games like quake3 run so darn fast)
So if the normals look good in hash, then you need to invert them before exporting.
- Joe Cosman
Can I export my A:M models to Maya nurbs?
I've been converting some of my hash models to MAYA Nurbs. There is no simple way, but the way I use is still worth the trouble in the end. The results are great.
The more curves you have, the better the mesh obviously, but it can get tiresome if you have too many curves. But the curvature results can be very rewarding in the end. I guess this method may seem obvious to most here, but its probably the only way of translating your hash model to maya nurbs without any current available plugin to IGES format. hope this method is helpful to some
wez
Can I export my model as DXF and still preserve my mappings?
Just thought I'd pass along a little useful technique I've been using at work.
If you've been looking for a way to export your Hash model into another 3D package (in my case Maya) and preserve your mapping, here's a technique I've been using:
When you texture your model make sure to use a flattened pose (don't use other projection mapping techniques)
1. Export your final model as DXF
2. Export the flattened pose/action you used for texturing
NOTE: Your target 3D package will need to support morph targets/blendhsapes...
3. Import the flattened DXF model and texture map it using planar projection mapping (this model represents the UV layout)
4. Make your final model a morph target/blend shape for the flattened model.
5. Crank the morph target slider and watch your flattened/textured model morph into it's final form.
6. Delete History/Collapse your stack and your done!
NOTE: If you used more than one flattened pose to texture your model, export each one and morph to each one, applying planar mapping to the each subset of polys. I'm planning on doing a quick tuturial on this method. It's pretty easy to demonstrate visually.
Wesley Grandmont III
Can carriage returns affect a DXF import?
I was experimenting with transferring a DXF quad file into AM over the weekend and I discovered a simple tip which others might find useful. The model started out as a nurb model so it had the approximate mesh resolution to work well in AM but it wouldn't import. I didn't get an error message, it just wouldn't do anything.
I thought there might be some problem with the DXF file so I fired up bbEdit and took a look. 3 hours later after trying much experimentation with the slight differences between a Hash exported DXF and the file I wanted to import. I was stumped.
Then I noticed in the 'save as' window there was an 'options' button. In there, there was an option to save with Mac, Unix, or DOS carriage returns. The file was using Unix so I changed to DOS (This was on a mac, by the way) and now the file came in perfectly.
There was no visible difference in the appearance of the text in the DXF file by this change, so I don't know how you can tell just by looking. Maybe most text editors can do this, I don't know, but bbEdit rocks.
John Koester
I'm using A:M to create models for a polygon-based gaming engine. What's the average poly count for a model, like in Quake2?
Remember that the models you export out of animatioon Master will have to be triangulated before they can be used by the Quake2/3 or Unreal engines. So your Hash model should only use half the patches that you want your final poly count to be.
-Greg Jackson
Additionally...
It depends, really. What you want to do is take the max number of polys the engine can render without bogging it down (something like 4000 for quake2, i think), and divide that number by however many of that model you would have on the screen at the same time. So if you were going for a big ass boss type monster, you could go for some really good detail and use up all those 4000 or whatever number of polys, just as long as it was the only one on the screen. But, if your just want a number, the average player model for quake2 is about 600-700 polys, and about 800 for quake3, I think.
Strykerwolf
I don't own Lightwave3D, so I don't know how to convert those Lightwave models into DXF.
Is there some kind of standalone utility that can do this, which I can get free off the net?
Because when I was travelling around the net, I saw a whole lot of interesting fee Lightwave3D models available, that I'd like to import and play with inside AM'99.
You mean you have finished playing with all the models on the AM99 CD? There is prolly 400 megs of model data sitting right on your CD -- royality free, no conversion needed.
There is 1 way to get models from other programs into AM and that path is through DXF. DXF format does not include texture info. Most of the free models I've seen are triangulated mesh and will not import well into AM. So d/l the special Crossroads viewer from the forest. When you open a file in there and see it is made up of triangles -- don't even bother trying to import it to AM. If you see a nice quad looking mesh, chances are it will import into AM with little or no problems.
The larger the DXF the longer it takes to import into AM, if you try a 5 or 6 MEG DXF file be prepared to wait 15 minutes or more (there is no status bar on the import to tell you AM is working on it). I have successfully brought in a 10 meg DXF which took over a half hour to import. Once in AM it had so many splines & patches that I spent the next 6 hours removing spline rings that added no extra detail in AM. Did I ever use the model after that -- nope, just too much trouble.
BTW, some formats are more Hash friendly than others, LWO being one of them. However, that special crossroads viewer/converter doesn't support LWO file format, so I use the full version of TrueSpace to import an LWO file and export it as DXF from there. Nendo models can be exported as OBJ and those work quite well in AM.
Finally, we have what we have, you can live with it or not, but as a reminder, this list is not for wishes or what Hash should do about importing other file formats, we have been there and done that. The hash sdk has all the data so you can write your own exporter from AM, but I believe they don't have any import data documented in the sdk. BUT, AM does import it's own older V4 SEG file format, that format has been documented and there would be no reason you couldn't make a file converter that outputs SEG similar to the special crossroads converter. (Where there is a will, there is a way.)
I hope this gives you some bright ideas...
Jeff C.
How should I optimize my DXF model before importing it into AM?
After lots of experimentation with dxf import, I've noticed the following:
1) It is pointless to model & export a complex polygonal model to dxf and import that huge file into AM. You'll end up with a model with huge patch count & destabilize AM at the same time. It'll also hang if you render that.
If you can LOWER the polygonal complexity of the polygonal model & then export that to dxf, the resulting model in AM will be lower in patch count AND STILL LOOK AS GOOD AS THE HIGH RES POLY MODEL IN YOUR OTHER 3D PROG. Really cool.
For example, if I lathe a section curve with only 4 vertexes into a sphere in AMAPI, it'll look facetted & render jagged in AMAPI. But if you export that sphere into AM, it'll load in 2secs & look perfect in AM.
2) Make sure your other 3D prog can export quad polygons. It'll lessen incidences of 3-point patches in Hash. And don't export the dxf as a polymesh, you'll just get broken splines & individual CPs without any splines when imported into AM.
3) Yes, there'll be some splines that become curved when they should be straight, it's no problem, just select those wayward splines & press 'p' on your keyboard. They'll shout "Yes, Sir!" & straighten. If you model straight edges in AM, you'll have to do the same thing anyway.
With the above in mind, I'm currently importing all sorts of lofted, swept, NURBS objects into AM. Bear in mind that my other 3D prog is AMAPI & my experiments are solely based on using AMAPI as the modeller and exporter.
-Vincent Wan
It seems you can export a DXF from Nichimen's NENDO and import it with no problems into AM... Then someone mentioned that you can do the same thing from Lightwave... has anyone done this and had success? I am also curious if this is also possible to do with 3DS Max and has anyone here had any success with it?
Gilles Charbonneau & I have experemented with Nendo models and Lightwave files exported as *.obj and Hash DXF import. Nendo can export a quad *.obj file, if you never touch the painter portion of Nendo (thanks to William Weggington for that tip).
You need another program to convert the *.obj file to DXF quad. Since I also have TrueSpace, I have found it does the trick quite nicely. You may find some freebie format converters that triangulate the mesh and make it worthless, so avoid those that do. The key is to look at the mesh in it's native form and see if it is triangles or not, if not, then you have a very good chance of bringing it into Hash as a DXF quad with very little touch-up.
The larger the dxf file the longer it will take to import into AM. I should mention that there is no visual clue that AM is working on it, so start small and see how it works before you try that 17 meg DXF!
Jeff C.
Also, the models basically look like crap- it renders EVERY polygon separately so you get TONS of creases and artifacts- this is an inherent problem with importing polygon data.
This represents YEARS of research and coding effort, and to be blunt, it's as good as it gets- it's back because so many v4 owners wanted it back, so, PLEASE don't complain if it doesn't work the way YOU think it should...
Steve Sappington, Hash Inc.
What is the difference between the Autocad dxf and the original hash dxf?
The Autocad DXF uses a 3rd party library that we lisenced. The Hash DXF saves polygon faces as quads (4 point polygons), and the Autocad DXF is saved as triangles. The Autocad DXF saver also saves groups based on patch color (the feature the Mike Caputo loves so much). But it does changed the tesselation from frame to frame when saving from Action so the Autocad DXF is not good for making morph targets in a poly program. We include both DXF writers because each has its strengths.
Also upon importing into Strata Studio Pro 2.1 and raytrace rendering the image it definitely rendered faster than AM98. Has anyone else experienced this in Studio Pro or any other polygon based animation package? Why does AM98 render so slowly?
You're comparing two different worlds. Our renderer is actually rendering the patch as a curved surface. Strata is rendering the polygon data which is greatly reduced in detail. For truly smooth organic surfaces AM98 is faster.
\_ -Ken Baer. Director Mac Product Development, Hash Inc. <[_] Usenet: baer@hash.com="#" \, Office: (360)750-0042 Animation Master: Finally, 3D animation software an artist can afford!