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  3. David "Rex" Whalen

    3DS Texture Mapping

    Probably never. MA3D did not handle Materials and UV mapping very well and was fairly useless in the way of memory wasting on the rasters and UV mapping....You will never see the data in the Fixture Builder but this doesn't necessarily mean that the final 'rendering solutions' via the various Visualizers won't show the data, 🙂. The Bitmaps and UV coordinates 'should' be maintained within the 3DS file used as reference in the GDTF file structure. Thus any rendering software can visualize the data. The online Fixture Builder is just that; a parser of the data, it's not intended to be a final visualizer. Attribute control and DMX config, it seems....my take-a-way with the Fixture Builder. It will take a Visualizer producer to generate a solution as quickly as possible for evaluation and feedback. There is absolutely NO feedback on the format from a rendering standpoint at the current and we keep 'expecting' this web based Fixture Builder to fill in the blanks; it will probably never do so.
  4. mgeasey@clearallvisualsllc.com

    Assign Same Attribute To Numerous Pieces Of Geometry

    In regards to this, a friend of mine showed me that I was using the references wrong for the "multi instance" features. I didn't make the Pixel side of the fixture. So general note, use the references to save time haha! It would be nice to have a grid or a "calculater" for lack of a better term when dealing with large amounts of identical reference objects, maybe something that can have how many objects with an address field of X and then increment name by 1 or something like that. Cheers! MattG
  5. Last week
  6. mgeasey@clearallvisualsllc.com

    Assign Same Attribute To Numerous Pieces Of Geometry

    Hey Y'all, Are there any thoughts about creating some sort of population grid for when there is the same attribute being used on numerous pieces of geometry, i.e. multi cell fixtures that all use RGB or RGBW etc etc attributes. It's becoming way too tedious to have to assign the same attributes over and over on pieces of geometry, ends up just being a huge time suck. Are there any thoughts on how to make this a little more efficient? I understand that of course you have to assign different DMX values to the attriutes, but on the Web GUI at the current moment, going through 3x pop up's and drop downs to assign (multiplied by however many pieces of geometry) just isn't very fun haha! I tried to do copy and paste but of course the error is that that attribute is already assigned to the same piece of geometry, rightfully so. Any thoughts? Cheers! MattG
  7. mgeasey@clearallvisualsllc.com

    Continuous Pan/Tilt Functionality

    Hey Y'all, I was wondering when we might be able to expect the good ol fun functions for all the fixtures with Continuous Rotation Capabilities. Not seeing it as of right now but was curious where it was on the road map for the builder. Cheers! MattG
  8. mgeasey@clearallvisualsllc.com

    3DS Texture Mapping

    Hey Y'all, Are we going to see the implementation of texture mapping for 3DS files on the builder? Currently doesn't seem to be implemented with simple color textures, is this a function that's being worked on? Cheers! MattG
  9. Earlier
  10. mgeasey@clearallvisualsllc.com

    3DS respect file dimensions??!! Not

    Thanks Petrvanek! Understood on this. yea, with how many programs users can make models in, it would be cool to have a dropdown for what unit the model was exported from for the import. Thanks for the update! Cheers! MattG
  11. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    Thanks for the update, Petrvanek, and I agree with generic 'units' of 3DS models, it's how C4D conceptualized 'units' before a certain version[R12 I believe], but now the program understands the various systems for measurements/conversions and can convert on the fly. Yes, even when I try to set the UI of the Importer to M, it resets to MM and stuffs the "2" integer in the slot, so I get out of scale model....I'd love to manually specify 'units' upon Import, would seem to solve any scaling issues between Exporters of 3DS.
  12. petrvanek

    3DS respect file dimensions??!! Not

    Good morning 🙂 We have looked at it and the issue is very simple. 3DS models have no dimensions in any defined unit. It is for example 2.00 or 5.00 or 172.53 . It is then up to the software to make something of it. MA2 3D is interpreting these as meters. GDTF Builder is interpreting these as millimeters. VectorWorks and Vision are interpreting these as millimeters. So one possible solution is to have a checkbox on the import dialog (where you already specify "Use 3D model's dimensions") to choose if these are mm/m. But what we must take care about is how these get also exported. So right now, before we explore all caveats of this, if you are building files, you can easily make this work by defining sizes in millimeters, either in the model directly, or in the builder itself. 🙂
  13. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    Ya, Builder seems to hate C4D 3DS files....I Imported a random 3DS object/model from the web and the size was respected, so go figure? Never had a C4D model to be out of scale/size, except in this web based builder...seems to always bring in the file at the MM scale, taking the Unit value and stuffing into the MM wrapper, imho? All I got, being a 3rd party 'observer' to the process...lol. Did you try some other 'flavor' of 3DS export? Did they all get borked size as well...? Coming from Max or Solidworks? No word on what was utilized to create the online Builder. But, ya, I open my 2M cube anywhere else and it's a 2 Meter Cube...? Wacky!
  14. mgeasey@clearallvisualsllc.com

    3DS respect file dimensions??!! Not

    Hey Guys, So, Rex is correct in this because I'm getting the same result. I exported a 2m x 2m x 2m cube, very standard, and used the same export setting's I have been using for years with C4D MA3D, solidworks, and 3ds Max, and the import function for models seems like it's 1x 0 off every time. I can bring this 3DS object into all other programs and it retains its correct size and position. Here are 3x screenshots of the 3x different exports I did into the builder
  15. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    It must be how C4D exports 3DS files, as this file is definitely not 2mm per side in C4D, it is 2 M x 2 M x 2 M...the default Size of the Cube Primitive in Cinema4D?? Here are the Preferences for Exporting 3DS files from my copy of C4D: Meters Here are the Preferences for Displaying Units in the C4D Interface: Meters Here's the 2Meter Cube in the C4D Scene. Notice Size is 2m, not mm. I've been Exporting 3DS files into MA Lighting MA3D for several years now for 3D visualizations; never had issue with Size or Scale of the models. Now, 2 programs say it's actually set to mm's...??! amazing and hard for me to believe actually...??? And I just checked in another 3D modeling/animation program I have and it said 2 Meter Cube...go figure?!
  16. petrvanek

    3DS respect file dimensions??!! Not

    I have checked your file in another tool and it shows the same size. 2x2x2mm. I actually do not see any issue in the builder... i tested your file: when it imports, size is correctly either at 2x2x2mm, or, if i set the size manually, before the import, the size is applied correctly. To me, the settings in your original program are not as you expect, when again, checked not only in the builder but also in unrelated 3rd party software here. But i do not know C4D to be able to help you there.
  17. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    Oh, I agree, by changing the values manually, I do get a rendering now. This, to me, is not respecting the file's Size. I set the UI to Meters, it's Exported at Meters. It arrives as 2 mm...even when I set the UI to meters and have to again, as before, set the Size manually...the original observation I made on this build. For me, checking the box, does nothing as an improvement and the default Units of the UI don't seem intuitive... Ya, every time I Import this cube, it arrives at 2mm instead of it's exported units, Meters....even if I set the UI to Meters...that is not intuitive at all, imho. Rexy
  18. petrvanek

    3DS respect file dimensions??!! Not

    Actually, i do see the qube in the builder and i think you do too, but the issue is in size. When i calculate box dimensions for this model, in MeshLab, here is what i get: Mesh Bounding Box Size 2.000000 2.000000 2.000000 That is in milimeters. So the units are somewhat off. So it is really tiny and this is why you "cannot" see it. See attached Esprit head, so comparison. Cheers Petr head.3ds
  19. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    Another observation:: This model was exported at the Size of 2Meters each face. Even when I change the UI to use M as my units the Import arrives with mm as default Size/Scale...
  20. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    Certainly, glad to help. Here's a simple Cube primitive, exported from Cinema4D as a 3DS file AT Units set to Meters in the C4D Scene, exported at units set to Meters to 3DS. Geometry had Material[no bitmap] applied to it with UV mapping and a Phong shader set to ~80+degrees angle. Do a straight up Import using the Fixture Builder. When you Import the 3DS file, it's got size values now[with this test model] and a vert count, but no rendering in the UI? None of my earlier Imports of 3DS files had this issue?CUBE.3ds
  21. petrvanek

    3DS respect file dimensions??!! Not

    Hi Rex, we do no use C4D, we model stuff is Solid Edge and convert in various tools to 3DS, for example some manipulations and mesh simplification, together with final export to 3DS are done in MeshLab. Can you provide your 3DS file here please? Or link to a GDTF file with that 3DS inside? thank you
  22. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    Pretty much the same issues on a Windows10 laptop, Chrome, different 3DS file. Still very goofy Import.... The model I just uploaded has entirely wrong dimensions as it is not 2 mm x 2 mm....does have only 246 Verts, which should fall within the range to render, iirc, as to limitations on a 3DS model. I had no problems on the earlier version of the Builder, just sayin'....and now with new build and new features, I got's problems uploading...again, just sayin'...I have an observation; not saying it's right or wrong, it's what I'm observing at this moment in time, ;). Anyone else had no problems earlier but now do?? Just askin'... Rex
  23. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    or this Windows 7 machine, cause IE can't even render the Fixture Builder page log-in page[no entry fields just blue background] on this same computer/device. I'll investigate more with a Windows 10 laptop shortly...
  24. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    Me starts to think it's in the Tabs and the entry fields....not linking the data? All I got at this point.
  25. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    Here are my Import results from the Model Tab, the first step of the process. I've named the geometry, checked Use File Dimensions, it's a 3DS File, I'm Uploading, I hit OK. This is the resulting object with no dimension data and you can zoom into infinity and not see any geometry. If I go into the Geometries Tab and select the Existing model, I still get no dimensions...?!! Huh? and you're using C4D as your CAD tool for generating the 3DS file? I can't imagine what I'm doing horribly wrong...? I'm thinking it's in the uploading process maybe, I can't believe there are Zero Vertices in the 3DS file...?!? Which would make it indeed a non-rendering object... good thing more than one individual is working on this paradigm, ;), cause we are not all using the same programs to generate fileTypes, imho, or browsers since this is web based tool. Chrome here, U.S.A, Windows 7 machine, C4D 16[I think]...and now when I go back into the Geomery Tab, the selected geometry has a vert count??! Goofy...I've not had issues with earlier 3DS files and rendering...but now seem to. David/rex
  26. petrvanek

    Add Geometry parsing

    Model file name, model name and geometry name are three separate things. You can have one model (with it's file name and name ) being used (linked) in multiple geometries (of different names). Therefore what you want to change is geometry name, not the model name - that is only a link to the model. At this point, file names cannot be changed in the builder, but you have full control over them when creating these (3D) files. ... if i understand you correctly... 🙂 cheers P.
  27. petrvanek

    3DS respect file dimensions??!! Not

    Hi Rex, this certainly is not my experience, actually, the addition of reading dimensions from file is great as you do not have to get the box dimensions of the model. See attachments here. Or am i looking at a different thing? Cheers Petr
  28. David "Rex" Whalen

    3DS respect file dimensions??!! Not

    Ya, the MA Lighting 3DS Importer is fairly good at respecting dimensions, irregardless of the GUI 'units' the interface is set to. Again, I say it's more 'default' to accept the file's settings....or at least parse the data to the entry fields for evaluation.
  29. mgeasey@clearallvisualsllc.com

    3DS respect file dimensions??!! Not

    I'm with Rex, I've had to create a workaround in C4D just to get the actual dimensions of each piece of Mesh and then insert them manually. Is it in the pipeline for a future release to accept information from the 3ds like we have been doing with MA3D since it's beginning? Cheers! MattG
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