Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / 3ds max fluid animation import

Author
Message
Bjack55
12
Years of Service
User Offline
Joined: 25th Jul 2012
Location:
Posted: 24th Jul 2014 13:50
Hi,
I tried to export and import in dbpro from 3ds max a fluid animation taken from realflow in .x format with panda exporter.
It works for any mechanichal animation but it seems not to recognize the transformation of the fluid during the animation.
Any suggestions?
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 25th Jul 2014 10:00
I don't think DX will support that, at least not DX9.0c which is what DBPro uses.

I am the one who knocks...
Bjack55
12
Years of Service
User Offline
Joined: 25th Jul 2012
Location:
Posted: 25th Jul 2014 18:02
Could you explain me exactly how I should do ?
wattywatts
15
Years of Service
User Offline
Joined: 25th May 2009
Location: Michigan
Posted: 25th Jul 2014 20:23
I believe what he's saying is that it isn't going to work. I hadn't heard of RealFlow before your post and while it looks awesome, it sort of sounds like the kind of thing a program would have to be specifically set up to import since it looks like it's done with a particle system instead of bones. (This is just a guess though, I really know nothing about it).
MonoCoder
19
Years of Service
User Offline
Joined: 4th Dec 2005
Location: england
Posted: 25th Jul 2014 21:19 Edited at: 25th Jul 2014 21:28
so if I have this right, you have a 'pre-baked' animation (essentially, a series of meshes) you want to export to dbp-usable files? Here's something I tried in 3ds Max:

- I created a pArray which produced a stream of mesh particles. (obviously, here you'll want your realflow animated object in its place)
- shift this to one side and place a compound object -> mesher at the origin.
- in the mesher's properties, pick the pArray. If you scrub the timeline it should look as though it were a copy of the pArray.
- it gets a little messy here: to the mesher, add an edit poly modifier, scrub to the first frame of the anim, collapse the mesher's stack (leaving just the editable poly) and export selected (I use kW x-port) as 'frame_number.x'. (Or forego the modifier, scrub to the frame first then convert to an editable poly).
- now undo the collapse/convert, and repeat the process: scrub to next frame, collapse, export, undo.

Of course, this is something a script ought to automate.

Now you have an X file for each frame, you can load each in turn as objects, get meshes from them, and discard the object. Then, Make Object with the number of the mesh holding the first frame, and use the M1U command Change Mesh to switch meshes over time.



I've not benchmarked this or anything, but it seems to run at a reasonable speed.

edit: recap: dbp can only deal with one mesh/set of meshes per .x file. They can animate and deform and such, so long as they're still made of the same points joining up in the same way. Baked systems of particles (particularly, anything metaball-y where particles repeatedly join up and detach and so forth over time, like in sea spray) don't follow these rules and are, as mentioned above, a string of completely seperate meshes (visually flowing, but a particular vertex id may be over here one frame/mesh, over there the next, etc.) dbp can't swallow that in one go, but if you feed it a bite at a time you can sort-of make it work.
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 25th Jul 2014 22:13
The only thing I could suggest is using a physics plugin, DarkPhysX I know has fluid simulation, I guess it depends on what you need it for. I guess 1 upside is that with darkphysx, it could be realtime. Not sure how valid PhysX is these days though, might be a bit long in the tooth.

I am the one who knocks...

Login to post a reply

Server time is: 2025-05-14 04:41:16
Your offset time is: 2025-05-14 04:41:16