AETA script testing

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AETA script testing // Archive: Tech Forum

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Post by weaveribm // Jun 8, 2007, 2:46pm

weaveribm
Total Posts: 592
Dele I've been unable to get the Diffuse Texture field to show up for my Cube object and I think I may see why. Or not <g>

The Set and Expanded tabs' bitmaps do not line up and the first bitmap in the first slot in the Expanded tab is missing as you can see below. I'm figuring that with no bitmap in the first slot there is no Diffuse Texture to Export, am I making sense <g>

Peter

Bitmaps slotted in and in order, first slot filled
http://i117.photobucket.com/albums/o63/Mington/Oddness.jpg

But in the Expanded tab slot 1 is empty...
http://i117.photobucket.com/albums/o63/Mington/Oddness-1.jpg


Now dragging in to be sure that the first slot holds a bitmap.
Still no Diffuse Texture showing up
http://i117.photobucket.com/albums/o63/Mington/Oddness-2.jpg

No that didn't help-

Into my Cube object
http://i117.photobucket.com/albums/o63/Mington/IntoMyCube.jpg


My Cube's Material List
http://i117.photobucket.com/albums/o63/Mington/MyCubesMaterialList.jpg


My Cube's Material Chunk
http://i117.photobucket.com/albums/o63/Mington/MyCubesMaterialChunk.jpg


Drawing a line under this for a moment to be sure that I'm texturing
the cube correctly to begin with
_____________________________

Restarted with a Vray textured cube. Applied a bitmap, all looks normal
but I'm expecting to find the Diffuse Texture now after Exporting

But as we're talking about 'Exporting input lines' or 'Importing output lines'
it's still very confusing but grinding away. Noting in passing that the realtime UV Editor is- gorgeous

http://i117.photobucket.com/albums/o63/Mington/Restart_NoDiffuseTextureField.jpg

Inside the cube and being sure to Export whatever can be Exported.

Still no Diffuse Texture field showing up in the Cube's wrapper. By this I mean
that Diffuse Texture should show up under Depth, Depth Segments etc but AWOL
Problem being that the AETA needs the Diffuse Texture if I say that one more time :) field to link back to the AETA...

http://i117.photobucket.com/albums/o63/Mington/SurelyDiffuseTextureIsNowExportedQu.jpg

I can't do any more on this or my head will explode. Pass the magnifying glass Holmes and one way or another we'll get to the bottom of it one day <sound effect: clinking bottles and slurping noises> :)

Peter

Post by Délé // Jun 8, 2007, 3:15pm

Délé
Total Posts: 1374
pic
If you can upload your scene Peter, I should be able to figure out where you're getting stumped.


Do you know how to save a scene as an .rsscn file?


P.S. Yes, you should put the images in sequential order. You don't "have" to start with 01 though if you don't want to (although it would make sense to). Whatever you set the "FrameIN" input on the script to is the image that it will show. So for instance, if you set the "FrameIN" to 10, it will output the bitmap in the 10 slot. This is what makes the script work. You animate the "FrameIN" number and that causes the image to change in relation.

Post by weaveribm // Jun 9, 2007, 1:50am

weaveribm
Total Posts: 592
Thanks Dele. I don't feel stumped or anything like that because I know I'm only starting out, no need to pressurize myself and my head was exploding because it was Friday night. Friday late nights' main feature are the head exploding but mostly it's due to the range of recreational stimulants and I'm enjoying this work more and more not less. 7.5 is behaving impeccably in a window, Mrs Peter was highly impressed seeing me dragging the UV space around the simple cube so fluidly there's definitely a touch of Rolls Royce about the application.

Dot rsscn must be a Rosetta scene and ah yes cheers I found the file in the Rs Main Libraries/Scenes - Base. Why is everything 7.5 becoming simpler somehow is it putting the work in rather than panicking and running away screaming as I used to :)

Dele I realise that I might be blundering in focusing on what appears to me to be the main holdup in this work, the Diffuse Texture field not appearing in the cube's properties - allowing your script to find an input to drive the animation. It seemed to me that rather than work with your example scene1 I should go back to first principles with a very simple scene and see if I could get the DT field to show up. That way I would maybe know that I'd created links correctly in the cube's objects further inside the cube. So I may be making incorrect assumptions in the first place, hence the picture story

I'll attach the very simple restart scene if you don't mind in case I've screwed up on the more complex example of yours. Thing is, I had the Diffuse Texture field once after replacing your bitmaps with my bitmaps in your example scene but as usual I don't know how I did that successfully so I think I'd better not try to run before I can walk. I hope you won't think I'm entirely an idiot not being able to simply texture a cube. Maybe in this simple scene Diffuse Texture should not show up or something

Your script can animate textures on a Plane object can it please? That'll be simpler to handle in testing (fewer properties) and is a good metaphor for the back-projection screen I'm hoping to implement for a 'busy airfield traffic' view outside a Vray-ed room's windows

Thanks again!

Peter

Post by Délé // Jun 9, 2007, 3:53am

Délé
Total Posts: 1374
pic
Thanks for the scene Peter. Now I can give you a more detailed step by step for getting the texture to the outside of the node.


In the scene you uploaded, do the following:


1. Enter the Cube object in the LE

2. Enter the "Material List" node

3. Enter the "Material Chunk" node

4. Now on the "Texture" node, export the Diffuse Texture input.


6748


5. Back out of the Material Chunk node (orange triangle in upper right corner of the LE window)

6. Now the Diffuse Texture is on the Material Chunk node. Export it again from this node.


6749


7. Back out of the Material List node with the orange triangle in the upper right of the LE window again.

8. Now the Diffuse Texture is on the Material List node. Export it again from this node.


6750


9. Back out of the cube


Now your diffuse texture will be on the outside of the cube node and you can hook up the script.


6751


This process will be slightly different depending on if you're using Lightworks, Vray, or DX materials. They all assemble a little different in the LE. The overall process is the same though, you have to export the map all the way up through each level until it's at the outside of the object node.


Your script can animate textures on a Plane object can it please?

Yes, it can animate any texture for any object. It will be the same for all objects though. You'll have to go into the object and export the map you want to animate all the way to the outside of the objects node.


hth

Post by weaveribm // Jun 9, 2007, 4:17am

weaveribm
Total Posts: 592
Thanks Dele that worked!

I don't quite understand it all (the LE) yet but seeing the Diffuse Texture field with its input finally spring to life on the cube is a buzz thanks :)

Material Chunk in Material List I hadn't Exported. Will continue reading your notes and experimenting thanks, I'm having a couple of days playing now and getting used to texturing objects in Workspace then an AETA frames test and you just know I'll be back sorry! :)

I suppose it can't do any harm to Export every single property for any object. Hadn't seen that tiny Material Chunk field there lurking :)

it can animate any texture for any object

Nice!

Peter

Post by weaveribm // Jun 9, 2007, 10:28am

weaveribm
Total Posts: 592
Select the Master script in the LE.

Do you mean your (script object) AE Texture Animator v1.0 node please Dele?

RClick on the Record button in the Animation Editor window. This will bring up the Keying Panel.

Thanks I've found that, I've set Frame In to have the red button

Now set the scrubber in the AE to frame 0.

The vertical red cursor in the Anim View window? Done that

Set the Master script to 1 and click the record button.

Set the Master script to 1 hmm :)

I'm not understanding the 'Master script' thing sorry Dele so I don't know how to set it to 1. I've taken a first look at the new Animation Editor which looks a bit swish :)

Here's a shot so you can see what I'm up to. I've gone back to your worked example now, now that you've got me through the Diffuse Texture/missed the Material Chunk fiasco :)

I'm up to How To Keyframe The Texture Animator in your original how-to script animated textures for Vray post

Peter

A scent of the quarry. Almost :)
http://i117.photobucket.com/albums/o63/Mington/NearerAnimating1.jpg

Post by Délé // Jun 9, 2007, 12:14pm

Délé
Total Posts: 1374
pic
Select the Master script in the LE.


Do you mean your (script object) AE Texture Animator v1.0 node please Dele?


The script can be set to "Master" or "Slave" for daisy chaining. If you're only using one script it should be set to "Master". If you're daisy chaining, then the first script in the chain should be set to "Master" and the rest to "Slave". The Master script will drive the Slave scripts so it's the only one that needs to be keyframed.


So when I say "Select the Master script", I'm referring to the first script in the chain, or the single script if you're only using one.


Set the Master script to 1 and click the record button.


Set the Master script to 1 hmm


Sorry, should have said, set the "FramIN" on the Master script to 1. The "FrameIN" is the input that you need to keyframe in the Animation Editor.


BTW, I noticed that you have many inputs selected for keyframing in the keying panel. You really only need to have the "FrameIN" selected. Clicking on the others will toggle them off.


hth

Post by prodigy // Jun 9, 2007, 4:30pm

prodigy
Total Posts: 3029
pic
DELE, i see a huge potential on your script..

Don't know if you remember one old request about RPC objects..

Here is the link..

Well, i found a spanish guy, making the same thing with scripts..
Sure i dont know nothing about scripts and i cant translate to Truespace, but i think its totaly posible use your script plus this other to make a stunning program to make 2.5D objects..

The idea is create a 2D object what change the texture depending from the angle where you are looking..

So you can create a 3d texture of a tree in 360° and attach to a single plane, and when you rotate the plane allways looks to you but change the frame of that texture..

So you can simulate to have a 3D tree full of details only with a single polygon..

So you can create a huge woods with a little portion of polygons..

Here is the sample script, hope somebody can do somenthing with it..

http://www.etereaestudios.com/training_img/bosque100polys/bosque100polys.htm#top
Sorry its in spanish, if you need to translate i can help..

Cheers!!

Post by Délé // Jun 9, 2007, 5:11pm

Délé
Total Posts: 1374
pic
Interesting Prodigy. Yes, totally possible. I don't think it would be hard to adapt the Texture Animator script either. It would have to use an actual camera though. I wouldn't know how to make it work with just the perspective view. It might bog the scene down too though, not sure. Should be easy to implement though. I'll play around with the idea when I get a chance.


Got any 360 degree tree textures? :)

Post by weaveribm // Jun 10, 2007, 3:03pm

weaveribm
Total Posts: 592
Thanks again Dele

You've shown me yours it's only fair that I should show you mine :)

This is the dispersal room on the airfield I'm working on, I've put a back-projection in slot outside the window. Just a still for now but perhaps in the scene finally with your animated texture script the bomber can roll out and trucks can be moving around

The back-projection is a frame grab from the flight-sim my squadron flies it's Novorossiysk in the Kuban so the mountains. Must have mountains it's drama <g> The frames to animate will be frames snagged from an avi created from a track (an avi recording made ingame using FRAPS) and then avi-to-bmp-ed from VirtualDub

360 degree bark shot woof would mean the opposite of an HDRI shot which has the plane of the film/CCD at the centre of the world and the world as a 360 bitmap. I guess you'd need to take overlapping shots of the bark and stitch them

So you can create a huge woods with a little portion of polygons..

This is like a hologram then Prodigy which is 2D but depending on the angle of view looks 3D because much more information is encoded within the hologram matrix. There are religious pictures (and many other pictures) which have this simulated-3D effect using something like a Fresnel lens. Tiny prisms. Early holograms, the extra information is stacked

Yes I see now Prodigy. Change the texture on-the-fly depending on the view angle. Stacked textures. For realtime view? I don't think the Animated Textures script will work in the Workspace window. I know it won't. I think I know lol. And it's what you don't know you don't know that gets you Donald <g> So realtime re-texturing on the fly won't work I think, which is what you're after if I'm reading it correctly. Unless this also works in the Workspace window. Dele will know <VBG>

Very much WIP

Peter

Vizu's superb and timeless folding chairs by kind permission. 1940's phone by James Schauf
http://i117.photobucket.com/albums/o63/Mington/OutsideOutsideBomber3.jpg



http://i117.photobucket.com/albums/o63/Mington/1airfieldbackprojectionIn3.jpg


Back-projection slot: frame grab from (flight-sim) 1946 Full Mission Builder
http://i117.photobucket.com/albums/o63/Mington/airfield_backprojectionFromFMB.jpg


Historic first. My magazines :) (table near the window where planes are watched in and out) (binoculars don't get me started) :)
http://i117.photobucket.com/albums/o63/Mington/FinalLap/ThreeFinalMagazinesInLessSun2.jpg



http://i117.photobucket.com/albums/o63/Mington/FinalLap/ThreeFinalMagazinesInLessSun3.jpg

Post by 3dvisuals dude // Jun 10, 2007, 3:26pm

3dvisuals dude
Total Posts: 1703
pic
DELE, i see a huge potential on your script..

Don't know if you remember one old request about RPC objects..

Here is the link..

Well, i found a spanish guy, making the same thing with scripts..
Sure i dont know nothing about scripts and i cant translate to Truespace, but i think its totaly posible use your script plus this other to make a stunning program to make 2.5D objects..

The idea is create a 2D object what change the texture depending from the angle where you are looking..

So you can create a 3d texture of a tree in 360° and attach to a single plane, and when you rotate the plane allways looks to you but change the frame of that texture..

So you can simulate to have a 3D tree full of details only with a single polygon..

So you can create a huge woods with a little portion of polygons..

Here is the sample script, hope somebody can do somenthing with it..

http://www.etereaestudios.com/training_img/bosque100polys/bosque100polys.htm#top
Sorry its in spanish, if you need to translate i can help..

Cheers!!

This is a fabulous idea Prodigy!!! :banana:

I really hope we can all find a way to make this work in trueSpace, it would be great for making highly-detailed lowpoly scenes in shared space too!!!

I saw your discussion at the old forums about RPC Objects and followed those links as well.... amazing stuff with great potential.

Quick related question... if you use RPC clouds this way will they cast accurate shadows at various angles? Very cool if they can!

Glad you thought of this and hope we can do it now! :D

- 3dvisuals dude

Post by 3dvisuals dude // Jun 10, 2007, 3:31pm

3dvisuals dude
Total Posts: 1703
pic
Thanks again Dele

You've shown me yours it's only fair that I should show you mine :)

This is the dispersal room on the airfield I'm working on, I've put a back-projection in slot outside the window. Just a still for now but perhaps in the scene finally with your animated texture script the bomber can roll out and trucks can be moving around

The back-projection is a frame grab from the flight-sim my squadron flies it's Novorossiysk in the Kuban so the mountains. Must have mountains it's drama <g> The frames to animate will be frames snagged from an avi created from a track (an avi recording made ingame using FRAPS) and then avi-to-bmp-ed from VirtualDub

360 degree bark shot woof would mean the opposite of an HDRI shot which has the plane of the film/CCD at the centre of the world and the world as a 360 bitmap. I guess you'd need to take overlapping shots of the bark and stitch them

Really nice work there Peter, you have an excellent eye for detail. Well done!

- 3dvisuals dude

Post by Délé // Jun 13, 2007, 11:08am

Délé
Total Posts: 1374
pic
Yeah, I think the images look great there Peter! Nice work! :) I look forward to seeing the video.

Post by prodigy // Jun 13, 2007, 5:05pm

prodigy
Total Posts: 3029
pic
Got any 360 degree tree textures? :)

i dont have any 360° textures but i know how create once...

I will provides you soon as i can..
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