Matthias,

Stefan and myself were discussing this the other evening at the IRC.
RS needs the FBX filter to be fully sorted to handle skeletons / bones
and that. Also at this stage RS needs the Collada filter to be
implemented:

http://en.wikipedia.org/wiki/COLLADA

Its being adopted widely.

I too do the switching around the apps thing. I use Modo and Blender.
Modo has recently added rudimentary IK. Blender 2.5 has a whole new
animation system added. 2.5 not out officially yet, but builds
available at graphicall.org

I have gone back and forth with char animation between Modo and
Blender using .MDD

Aidan


2009/10/15 Matthias Kappenberg <m...@the-dimension.com>:
> Hi Stefan,
>
> it's time consuming to learn the new apps
> (Houdini and Maya, hehe and PMG,
> I know Jean-Sebastien didn't like the last one).
>
> Maybe the new RS will have some *.mdd import option.
> It's real fun to switch animations between the apps
> without affecting any shading or other options.
> Model in RS animate in another app and switch back
> to render in RS without any problem would be great.
>
> Hopefully all the new stuff is in my head in the next two
> or three month ;-)
> Then I'll be fully back to RS :-)
> In the meantime there's maybe not to much time left
> to explore the new RS v7.
>
> Matthias
>
>
>
> ----- Original Message -----
> From: "Beg-inner" <begg...@spray.se>
> To: <user-list@light.realsoft3d.com>
> Sent: Wednesday, October 14, 2009 6:32 PM
> Subject: Re: V7 release date yet? Field Evalutator..
>
>
>> Hi Matthias..
>>
>> Ok.. I hope you dont do so much in other apps that you forget about RS =)
>>
>> And yeah dig out those olds prjs so the bugs can be found and fixed !
>>
>> I had a fast look at your Fade issue.. and it seems buggy.
>> Though materials and rendering is not the area I am good at (if any hehe=)
>> Here is what I found out..
>>
>> Yep you only have to move (or scale or anything that change so at least some
>> surface part of the two objects differs) the 2nd sphere a fraction then the
>> entire cross renders...
>> The issue you having (as far as I see) is only happening when ALL surface of
>> the two overlapping objects is exactly in the same space ! (When you use two
>> or more object that is..)
>> So if its a bug showing at that criteria, or it might be an accuracy thing
>> similar to Boolean operations that you shouldnt have exact space of two or
>> more objects, since you get artifacts...(z fighting..=)
>>
>> Though it dont seem to be only a two object in same space problem..
>> Do this in your fade prj you attached....
>> 1. Delete the sphere2 level
>> 2. Duplicate the spherical Mapping in the Sphere1 level so you get this..
>> Sphere1Level
>>  Sphere
>>  SphereMap1
>>  SphereMap2 (Rotate this 90 deg)
>> (The same problem here, only the effects of the 2nd SphereMap is giving
>> result)
>> 3. Multiselect the two SphereMaps and use the 'Average' map thing on it and
>> you get
>> Sphere1Level
>>  Sphere
>>  Average
>>    SphereMap1
>>    SphereMap2 (Rotated 90)
>> (Now you at least gets the whole cross to render, but not what you want, as
>> its not unified rendered.. its additive illuminated where they overlap and
>> more faded where they dont,.,
>>
>> Well I am no guru on VSL or materials in general... but those are my first
>> and fast takes on this fade issue  =)
>>
>> Take Care
>> Best Regards
>> Stefan Gustafsson ( Beg-inner )
>> A Proud Owner and User of Real3D and Realsoft3D..
>>
>>
>>> Hi Stefan,
>>>
>>> good idea :-)
>>> Last days I've learned some other 3D apps,
>>> some web-projects have stolen some time, too.
>>> Maybe I should have a look for the old scenes.
>>> Attached is another scene, which seems buggy to me.
>>> "Fade on objects in same space".
>>> Maybe you can confirm it :-?
>>> Then I'll send it to the RS-Team, too.
>>>
>>> Matthias
>>> >
>>>
>>>> Hi Matthias..
>>>>
>>>> Now that you had Vesa's attention and the ability to fix the Field Ev...
>>>> why
>>>> dont you give him a prj to show the issues you know about the FE to get
>>>> it
>>>> fixed.. `?
>>>> Or have you already done that, but privately to Vesa `?
>>>>
>>>> Its also always good to add each issue into the bugdatabase, then its
>>>> easier
>>>> for others on the beta team, me for example, to test it out if needed to
>>>> pinpoint the actual bug(s), so they can easier be found and fixed.
>>>>
>>>> Take Care
>>>> Best Regards
>>>> Stefan Gustafsson ( Beg-inner )
>>>> A Proud Owner and User of Real3D and Realsoft3D..
>>>>
>>>>
>>>>> Great news :-)
>>>>> Many thanks.
>>>>>
>>>>> Is the "field evaluator" fixed in v7, too :-?
>>>>>
>>>>> Matthias
>>>>>
>>>>>
>>>>> ----- Original Message -----
>>>>> From: "Vesa Meskanen" <v...@realsoft.com>
>>>>> To: <user-list@light.realsoft3d.com>
>>>>> Sent: Wednesday, September 30, 2009 9:18 PM
>>>>> Subject: Re: V7 release date yet?
>>>>>
>>>>>
>>>>>> Hi,
>>>>>>
>>>>>>> Any news on v7 release date?
>>>>>>
>>>>>> We are testing the release candidates:) The expected release date is in
>>>>>> October.
>>>>>>
>>>>>> I digged up some quick experiments and demos created during
>>>>>> beta testing - the links are included below.
>>>>>>
>>>>>> Best regards,
>>>>>>
>>>>>> Vesa
>>>>>>
>>>>>>
>>>>>>
>>>>>> Return of the good old Real3D lathe tool:
>>>>>> http://www.realsoft.com/beta/examples/lathe.htm
>>>>>>
>>>>>> Volumetric (Boolean) explosions:
>>>>>> http://www.realsoft.com/beta/examples/explodebb.avi
>>>>>>
>>>>>> The new trajectory object capturing simulation-driven motions:
>>>>>> http://www.realsoft.com/beta/examples/explodetraject.avi
>>>>>> http://www.realsoft.com/beta/examples/extraj.avi
>>>>>>
>>>>>> V7 includes plenty of new ways to control particles:
>>>>>> http://www.realsoft.com/beta/examples/axial2.avi
>>>>>> http://www.realsoft.com/beta/examples/headmit.avi
>>>>>> http://www.realsoft.com/beta/examples/hyperp.avi
>>>>>> http://www.realsoft.com/beta/examples/noiseburst.avi
>>>>>> http://www.realsoft.com/beta/examples/noisep.avi
>>>>>> http://www.realsoft.com/beta/examples/whirl.avi
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
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>>>>
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