>If the obj importer could identify a single vertex on an edge and create a hook and interpret a 5 point n-gon and create a 5 point patch I think this would solve most of the issues.
<I recall many years ago, Martin saying, that it was very hard, if not nearly impossible to cross Hashs patchworld with the mainstream polygonworld and that it would by far exceed Hashs potential cost- and manpowerwise.
This was the main reason, why Hash retracted from cg talk, because he was fed about about these endless discussions and lack of understanding, why A:M doesn`t fit into the polygon world workflow.
I don`t know of the status of today.
Maybe we could ask Yoda and Fuchur, if some featurerequests in that direction would make sense.
It seems to me, if a bridge could be build (and the new mdd is promising), there could be a pipeline for building gameassets in that form: model highpoly models in one of these specialised sculpting apps>retopology that to lowpoly> bake and transfer all the highpolymaps to the lwopolymodel> import that into A:M > ANIMATE ALL GAMEMOVEMENTS EASILY IN A:M >and export as FBX to the gameengine.
As I said, its possibly out of the range to achieve this, but why not ask?
What I already asked for as a feature-request is the Retopology-Tool for A:M.
I think this is the easiest way to get this pipeline working... If you have a model done outside of A:M, bring it as 3d-Rotoscope (more or less a prop-object) to A:M, use something like "Snap to 3d Rotoscope" / "Snap to Polygon-Surface" in A:M (done already by for example 3d Painter) and model your new geometry around it with splines. The next thing would be to transfer the UV-cordinates to the newly created patch-model (a bit like TransferAW does it with Weights only the other way round) and we would have a very fast and workable pipeline from the polyworld to A:M and of course out again. Any automatic importer has problems with the continuity of splines, but this would be a great way to get around that problem by letting these issues be solved by the user, who is the best guy for the job anyway.
The cool thing about it: Most stuff of it is already to some extend available. There are algorithms to track a surface (>Surface-Constraint) there is the possibility to import Polygon-Object (> Props). The UV-part may be a little bit more difficult, but should be techniqually doable too. What needs to be implemented for that would be the possibility to import a prop (uneditable) to a modelling-window or if that is too much trouble: We can although model in the Chor using the prop... so the first thing would to do would be "Snap to Surface" for the mouse.
Steffen is working on OpenCL-implemetation these days and very ocuppied with that, but he did assign the featurerequest already... and maybe we would need that to slide over the surface with the mouse...
This would be a way to open the two worlds to eachother and I am very sure that this would be a great way to attract more people to A:M and giving us many opportunities to work on projects with other guys, create amazing stuff and be a source of great inspiration...
I'd love to see that! But it will certainly still take some time before this can be done. Keep in mind: Steffen is already working very hard on A:M and he does it as a hobby...
anway, it may be possible and is the only way I see to connect both worlds (Patches and Polygones) in a useable way.
PS: I tested 3d Coat a little and I find it to be a very nice addition to A:M with the lowest price-tag out there for such features especially Voxel-modelling, etc. seems to be cool...
So I cant test it, because this is still a little to pricey to just buy it and see how it works with A:M's importer... there were others here who did it... as soon as A:M has the retopolgy-tools I will however very certainly buy it to cooperate with A:M!