Plug-in request thread

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Plug-in request thread // Roundtable

1  2  |  

Post by aidanodr // Jul 30, 2008, 1:26pm

aidanodr
Total Posts: 90
Hi lads,


Plugins Wise, TOP OF THE LIST


********* FBX **********


For both import and export that supports animation data. ANY NEWS on this Jack? We want it yesterday :-D


Next


Collada import


And finally


.MDD - this for export of mesh deform data only ( deformed by skeleton etc ) - The mesh is then loaded in another app that supports MDD and the exported MDD data is applied to the mesh there. Can be used in apps with no bones and skeletons and that.


Cheers

Aidan

Post by Breech Block // Jul 30, 2008, 2:36pm

Breech Block
Total Posts: 844
pic
Hi Jack, great thread by the way. Shows just how much I still have to learn when I don't even understand half of the stuff all these guys are requesting. :o Still, I'm sure I'll be dying to use them all in a year or two.


As for now, something simple for me. I'd like a plug-in which automatically set-up a custom light rig based on your selection of Time, Date, Longitude and Latitude.


On yeah, and one that automatically produces a fully textured, ILM quality model with optional rendered background so I can compete in the SMC\MMC's. :D

Post by Jack Edwards // Jul 30, 2008, 7:58pm

Jack Edwards
Total Posts: 4062
pic
@ Breach, that's call VRay with HDRI and a spot light. :D

@ aidanodr, Making progress on the FBX plugin. I've got my icons showing up know and I resolved an issue with Unicode causing the FBX animation "take" names to show up as Japanese characters in the status window... lol. :o

Post by Steinie // Aug 7, 2008, 2:03am

Steinie
Total Posts: 3667
pic
I would like a plugin to Headus UVLayout

Here is how to make it:

UVLayout v1.14, and above, can be run as a plugin to any application that knows how to talk to it. Its still the same GUI and hotkeys as the stand-alone UVLayout, but file IO is handled through special interface plugins, saving the user from having to load and save files by hand just to move meshes in and out of UVLayout.


The interface specification is described below, which should allow you to write a UVLayout interface plugin for your own favourite application.


How to run UVLayout in "Plugin" mode:


uvlayout -plugin <name>.obj


This starts up UVLayout with a slightly modified GUI. The Load and Save buttons are replaced with a Send button, which the user would click on when they want to send a modified mesh back to the calling application.


You can append one or more of the following to the "-plugin" argument, separated by commas, to pre-set the load options; SUBD, Poly, Edit, New, Weld, Clean, Detach. For example, the following will start UVLayout with SUBD and Edit already selected: (requires UVLayout v1.21)


uvlayout -plugin,SUBD,Edit <name>.obj




How to send objects to UVLayout:


write them to <name>.obj


The <name> field above can be anything, though we recommend you try and make it unique; including the process id of the calling application is one way to do this. UVLayout will watch out for this file, so when you want to send a selected object to UVLayout, simply get your interface plugin to save it to the <name>.obj file listed on the uvlayout command line.


Actually a safer way to do this is to write the selected object to a temporary file, then rename that file to <name>.obj. This means that UVLayout won't open and read the file when its only half written, a possibility if you write directly to the export file.


How to receive objects back from UVlayout:


read them from <name>.out


When the UVLayout "Send" button is clicked, it saves the modifed mesh into <name>.out. If your interface plugin can automatically watch for this file, then it would import that and could either update the selected object with the new UVs, or complete replace it with the object from the file. If you can't set up a "watch" function, then assigning a button or hotkey to load <name>.out would work too.


How to kill UVLayout from your application:


write "exit" into <name>.cmd


If you want to kill UVlayout from the calling application, just write "exit" into <name>.cmd.


Other commands: (requires UVLayout v1.21)


write "auto obj" or "auto dxf" or "auto eps" into <name>.cmd


This will automatically drop all geometry, flatten, optimize and save it out to the specified format. You can set the Optimize parameters in the GUI to limit the amount of time it spends flattening, and tick the Outline option in the Pattern panel if you only want outlines in the EPS and DXF files. This <name>.cmd file should be written by the controlling application after <name>.obj is created.


UVLayout has to be THE BEST UV mapping software out there and used by Professionals everywhere. Anyone wanting to try to create this plugin for trueSpace please let me know.

Bob

(Steinie)

Post by ralle // Aug 7, 2008, 4:49am

ralle
Total Posts: 14
Hm.., a poser import plugin would be nice. Like interposer Pro for c4d.

Note, that there're low resoluted figures of M3 and V3 available at DAZ3d.:)


Greetings



ralle

Post by TomG // Aug 7, 2008, 5:24am

TomG
Total Posts: 3397
OBJ works well for importing from Poser and DAZ (use the LUUV plugin).


HTH!

Tom

Post by splinters // Aug 7, 2008, 5:57am

splinters
Total Posts: 4148
pic
@ Breach, that's call VRay with HDRI and a spot light. :D


@ aidanodr, Making progress on the FBX plugin. I've got my icons showing up know and I resolved an issue with Unicode causing the FBX animation "take" names to show up as Japanese characters in the status window... lol. :o


If you want any icons Jack, just ask...gotta keep that UI nice and tidy...:p


I think I know the right format.....:rolleyes:

Post by Jack Edwards // Aug 7, 2008, 9:49am

Jack Edwards
Total Posts: 4062
pic
I may just take you up on that offer Splinters. ;)

I've made up some decent enough placeholders for now, but would be good to look more consistent with the existing UI when I distribute.

Post by ralle // Aug 7, 2008, 11:07am

ralle
Total Posts: 14
@TomG


As you said. It works just for objects and may be the textures. But think about the advance capabilities of a more complex plugin, as well as preanimated scenes with all the poser features, dynamic cloth, hair, ready made lipsynchs.

And you would have access to all this features of poser in TS to make tweaks after importing.


But for now it's just a dream....;)


Greetings



ralle

Post by TomG // Aug 7, 2008, 11:13am

TomG
Total Posts: 3397
BVH can import much of the animations too btw.


Of course if someone makes it a smoother workflow and can include more features, so much the better :) Just wanted to say so that people in the meantime can be importing their Poser and Daz figures and animations (and scenes too - I brought the DAZ fairy in the forest scene into tS many many months ago as part of testing how the OBJ worked and how those models looked in real-time).


HTH!

Tom

Post by mrbones // Aug 7, 2008, 11:57am

mrbones
Total Posts: 1280
pic
Here someone Demos Daz fairy with TrueBones BVH on Youtube.


http://www.youtube.com/watch?v=ta_GOQPwxn8




BVH can import much of the animations too btw.

I brought the DAZ fairy in the forest scene into tS many many months ago as part of testing how the OBJ worked and how those models looked in real-time).


HTH!

Tom

Post by ralle // Aug 7, 2008, 11:58am

ralle
Total Posts: 14
Uuuhps.....I post a reply but it doesn't appears !?!? Curious, than again...


I think there's no need to be afraid, character creations could be disadvantaged

in TS. Look at Splinters Thread


http://forums1.caligari.com/truespace/showthread.php?t=6216 ... nice. :)



ralle

Post by trueBlue // Aug 8, 2008, 12:13pm

trueBlue
Total Posts: 1761
pic
Color selector would be nice! :)

Post by RAYMAN // Aug 9, 2008, 12:41am

RAYMAN
Total Posts: 1496
pic
I would love to see Vray use the new darktree 3 that will come some time

(soon)...:D

maybe we could even se the realtime shaders and kerkythea use it...

Peter

Post by jamesmc // Aug 9, 2008, 3:26am

jamesmc
Total Posts: 2566
If it hasn't been mentioned, a PSD layered export facility like the one for lightworks on the model side.

Just don't bury it in the LE. :D

Post by cantaris // Aug 13, 2008, 3:12pm

cantaris
Total Posts: 5
I am in need of assistance. I am a noob to TS having just downloaded 7.6 about a week ago. I was given a plugin for TS6 to import a particular file format into 3ds for TS but I can not figurge out how to install the tsx file. I copied it to the TSX folder but I can not open the files. Maybe if some one is interested in helping , they can PM me and I can give more detail as to my project. I may have to have some one who nows programming or scripting. As I said I am not familiar with the ins and out of importing game models. Any help would be greatly appreciated.

Post by stan // Aug 13, 2008, 3:17pm

stan
Total Posts: 1240
pic
you must load your plugin on model side and use it on model side. locate the tsx icon (looks like a wall plug) click it. locate your plugin in the tsx folder. load it. then you will find a new icon :banana:

Post by frootee // Aug 13, 2008, 3:18pm

frootee
Total Posts: 2667
pic
Hi cantaris. Chances are this is what you need to do.

1. switch to model side by clicking the Model tab

2. on the bottom of the screen there should be a row of icons. One of them looks like a power plug and a power outlet. Click that.

3. when the dialog opens, you should see a list of folders, along with your plugin.

4. Click your plugin name, then click Open.

Your plugin will load, and its icon will appear along the bottom row of icons; probably right next to the 'power outlet' plugin icon.

HTH!

Froo

EDIT:
Wow Stan's gun is still smokin too! He beat me to it! haha!

Post by rjeff // Aug 13, 2008, 3:21pm

rjeff
Total Posts: 1260
pic
Said it before and now again..I personally think the way Bryce does it's skys and sun is just fantastic. No need to make a dome..it becomes part of the scene with just one click, and the sun controls are so very nice as well. You have a rotorary dial and you can postion it where you want. Just have a light called sun..that simple. Heck you can even do like that one terrain gen program does and actually put in a time and it positions the sun accordingly.

Post by stan // Aug 13, 2008, 3:24pm

stan
Total Posts: 1240
pic
:cool: lol.. Froo you gave longer answers better described..:)

Post by cantaris // Aug 13, 2008, 4:05pm

cantaris
Total Posts: 5
Hi cantaris. Chances are this is what you need to do.


1. switch to model side by clicking the Model tab


2. on the bottom of the screen there should be a row of icons. One of them looks like a power plug and a power outlet. Click that.


3. when the dialog opens, you should see a list of folders, along with your plugin.


4. Click your plugin name, then click Open.


Your plugin will load, and its icon will appear along the bottom row of icons; probably right next to the 'power outlet' plugin icon.


HTH!


Froo


EDIT:

Wow Stan's gun is still smokin too! He beat me to it! haha!


Thanks for the responses. I get an error saying specified module could not be found.

Post by stan // Aug 13, 2008, 4:19pm

stan
Total Posts: 1240
pic
probably need the proper mfc dll's to run it. can't remember the names of hand. :confused:

edit;
these run the tsx creations I maked in visual studio version 7.1. you might need an earlier version of these depending on when it was made.
and these .dll's (mfc71.dll , msvcr71.dll , msvcp71.dll)

Post by cantaris // Aug 13, 2008, 4:33pm

cantaris
Total Posts: 5
probably need the proper mfc dll's to run it. can't remember the names of hand. :confused:



edit;

these run the tsx creations I maked in visual studio version 7.1. you might need an earlier version of these depending on when it was made.

and these .dll's (mfc71.dll , msvcr71.dll , msvcp71.dll)


Thanx for the reply Stan. Unfortunately I do not understand.I can send you the zipped file if you would like to look at it.The person who sent it to me is not responding to emails.

Post by stan // Aug 13, 2008, 4:37pm

stan
Total Posts: 1240
pic
what plugin is it? might have it. most used mfc60 dlls I think. sending it would only mean it would open on my machine. I'm sure it would too.
the visual basics ones not sure if they came with any other required dll.

you would need to install the mfc dlls if that plugin uses them. you can put them in the folder with the tsx.

Post by cantaris // Aug 13, 2008, 5:28pm

cantaris
Total Posts: 5
what plugin is it? might have it. most used mfc60 dlls I think. sending it would only mean it would open on my machine. I'm sure it would too.

the visual basics ones not sure if they came with any other required dll.



you would need to install the mfc dlls if that plugin uses them. you can put them in the folder with the tsx.


Stan I sent you a PM. I can open the plugin in a hex editor and can tell it was done in Delphi Borland. Don't know if that means anything, as I am not a programmer.

Post by TomG // Aug 14, 2008, 3:33am

TomG
Total Posts: 3397
Let us know what the plugin is, and what file format it is importing. The only one I can think of that would help is the LUUV plugin, and that was already in the tS installation. Unaware of any other plugin off the top of my head that handled importing formats that might help with Max.


HTH!

Tom

Post by stan // Aug 14, 2008, 5:01am

stan
Total Posts: 1240
pic
maybe the files on this page might help. near bottom of page there is a download for borland module definition files. it's a shot in the dark :confused: don't know, not familar with borland.
http://www.caligari.com/download/tsx.asp?Cate=DTSX

Post by cantaris // Aug 14, 2008, 1:41pm

cantaris
Total Posts: 5
Let us know what the plugin is, and what file format it is importing. The only one I can think of that would help is the LUUV plugin, and that was already in the tS installation. Unaware of any other plugin off the top of my head that handled importing formats that might help with Max.


HTH!

Tom



The plugin is called tsxerf. It is supposed to import .erf files from MechWarrior 4 to Truespace 6 and might work in 5 then to 3ds format or so I am told but the person who sent it to me is not responding to emails and wishes to remain anonymous. I want to convert the game models to paper models, but the extracted files are in .erf. I have been trying for 2 years now to no avail. the person who sent me the plugin also sent me the original 44 mechs from the game in 3ds and scn formats. There are now 126 models and buildings and vehicles.I can send some of the extracted files if someone would like to help. BTW Neverwinter nights uses erf format but non of the editors work with my files.

Post by TomG // Aug 15, 2008, 4:35am

TomG
Total Posts: 3397
Have never heard of tsxerf, news of it's existence was never released over here at the Caligari side of things it would seem (I'm guessing it was maybe either private and never released, or only announced on Mech Warrior boards).


Not having heard of it, there's nothing I can do to help :( Never heard of that error from any other plug-in either, so in the dark on that.


HTH!

Tom
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn