Import Export important formats

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Import Export important formats

by Joe Crawford :: Rate this Message:

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>  Let's reedit the list in timeline
>  * .obj
>  * collada .dae?
>  * ogre

Sounds great. What's the difference between .dae and .collada?

>  * .3ds? or dxf? or lwo? or None by now?

Currently a waste of time, although importing dxf drawings would be
potentially good. However, for now, I would say that importing SVG is
more practical.  DXF is a closed standard, and a moving target. Seems
more trouble then its worth. There are other ways of turning dxf into
svg for k3d import.

For the moment, other software like blender/wings can always be used
as an inbetween for getting less common formats into k3d. Or perhaps
some generic library can eventually be used for less common formats.

Sincerely,

Joe Crawford
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Re: Import Export important formats

by hoako :: Rate this Message:

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Joe Crawford wrote:
>>  Let's reedit the list in timeline
>>  * .obj
>>  * collada .dae?
>>  * ogre
>
> Sounds great. What's the difference between .dae and .collada?
The question mark was because I wasn't sure if that was the extension, and if
there were another :)

Cheers!
Joaquín


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Re: Import Export important formats

by Carlos Dominguez :: Rate this Message:

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Actually I've been looking at the dxf file format and as you said is probably not a very good option as it is getting left behind and doesn't even support all the new stuff going into Autocad. I think I'm going to start with the SVG, but before (as stated on the wiki) I want to design some kind of tunnel class as the file formats usually have pretty much the same components and it's difference is mostly on parsing, and doing this class I'm probably going to speed up my workflow later and don't be redundant, what do you think about it?

Bests,
Carlos

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Re: Import Export important formats

by hoako :: Rate this Message:

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Carlos Dominguez wrote:
> Actually I've been looking at the dxf file format and as you said is
> probably not a very good option as it is getting left behind and doesn't
> even support all the new stuff going into Autocad. I think I'm going to
> start with the SVG, but before (as stated on the wiki) I want to design
> some kind of tunnel class as the file formats usually have pretty much
> the same components and it's difference is mostly on parsing, and doing
> this class I'm probably going to speed up my workflow later and don't be
> redundant, what do you think about it?
Lets see if I can reply correctly :-D (import Tim, Bart)

You mean creating an intermediate class that injects data to the K-3D format.
Then calling its methods from the Parser?

Seems this class is a gprim_factory (after browsing the code). Check Mattia's
code on collada_io (gprim_factory.h/cpp)

You said you want to go first for SVG.
Lets review the list in timeline:
* .svg
* .obj
* .collada (.dae)
* ogre

Cheers!
Joaquín



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Re: Import Export important formats

by Joe Crawford :: Rate this Message:

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On 4/28/08, Carlos Dominguez <carlosadc@...> wrote:

> Actually I've been looking at the dxf file format and as you said is
> probably not a very good option as it is getting left behind and doesn't
> even support all the new stuff going into Autocad. I think I'm going to
> start with the SVG, but before (as stated on the wiki) I want to design some
> kind of tunnel class as the file formats usually have pretty much the same
> components and it's difference is mostly on parsing, and doing this class
> I'm probably going to speed up my workflow later and don't be redundant,
> what do you think about it?
>
> Bests,
> Carlos

That, to me, sounds like the best way. I think I know what you mean by
"tunnel" and I like the idea.

Things that are important to put in the tunnel, as far as meshes are concerned:


-Basic Mesh structure

-UVs (stored in various UV sets. I think someone else had a discussion
about how k3d stored these)

-Face normal (which way is each face pointing)

-Vertex Colors (also stored in vertex color sets)

-Soft and Hard edges (every edge is flagged as either hard or soft)

-Material info (or groups of polygons that seperate various materials)

-Any explicit normals set (any vertex normals that are not
automatically generated, this should be optional and turned *off* by
default so that they are normally ignored.)

I discussed this with some of my better students, and it was agreed
that this is what they usually need when importing meshes. (in the
best case. In some cases, less info is still enough.)


At an object level:

Node name (usually comes from the transform node)
Transform
Parenting (child objects and parent objects relationship)
Layer membership (what layers is the object in)
Material Assignment, what material is assigned to the object
This list should probably get longer, but these are some of the most
important things...


I suppose that for SVG, it will require nurbs to import them.


Sincerely,

Joe Crawford
___________________________________
Owner - Celestine Studios   and   Joetainment Enterprises
Cell: 604-866-3050
Email: joetainment@...
Web: http://celestinestudios.com

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Re: Import Export important formats

by Carlos Dominguez :: Rate this Message:

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Hi joaquin,

By tunnel class I meant like a wrapper for parsing, it's something a little bit different than the gprim. actually the obj_io has something similar implemented trying to separate all the parsing from the main code.

As far as the list goes I think that's fine. I'm going to dedicate this evening to update the wiki on the timeline and schedule, I'll let you know when I get it :-)

Bests,
Carlos

On Mon, Apr 28, 2008 at 3:39 PM, Joaquín Duo <hoakoduo@...> wrote:
Carlos Dominguez wrote:
> Actually I've been looking at the dxf file format and as you said is
> probably not a very good option as it is getting left behind and doesn't
> even support all the new stuff going into Autocad. I think I'm going to
> start with the SVG, but before (as stated on the wiki) I want to design
> some kind of tunnel class as the file formats usually have pretty much
> the same components and it's difference is mostly on parsing, and doing
> this class I'm probably going to speed up my workflow later and don't be
> redundant, what do you think about it?
Lets see if I can reply correctly :-D (import Tim, Bart)

You mean creating an intermediate class that injects data to the K-3D format.
Then calling its methods from the Parser?

Seems this class is a gprim_factory (after browsing the code). Check Mattia's
code on collada_io (gprim_factory.h/cpp)

You said you want to go first for SVG.
Lets review the list in timeline:
* .svg
* .obj
* .collada (.dae)
* ogre

Cheers!
Joaquín



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CEL: (52 443) 2028344
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Re: Import Export important formats

by Joe Crawford :: Rate this Message:

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> > Lets review the list in timeline:
> > * .svg
> > * .obj
> > * .collada (.dae)
> > * ogre

I don't know enough about the inner workings so this may be ignorant.... but...

Would SVG be best to do last because it depends on Nurbs, or do we
already have enough Nurbs stuff that it would be do able even before
those new Nurbs plugins get done?

Sincerely,

Joe Crawford
___________________________________
Owner - Celestine Studios   and   Joetainment Enterprises
Cell: 604-866-3050
Email: joetainment@...
Web: http://celestinestudios.com

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Re: Import Export important formats

by Carlos Dominguez :: Rate this Message:

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As of what I know (correct me if I'm wrong hehe) the nurbs base code is already implemented fine, the thing with the nurbs plug-ins is to actually use them. Actually on Cartsen sample plug-in he already uses nurbs curves which for now is probably almost all we need :)

Bests,
Carlos

On Mon, Apr 28, 2008 at 6:59 PM, Joe Crawford <joetainment@...> wrote:
> > Lets review the list in timeline:
> > * .svg
> > * .obj
> > * .collada (.dae)
> > * ogre

I don't know enough about the inner workings so this may be ignorant.... but...

Would SVG be best to do last because it depends on Nurbs, or do we
already have enough Nurbs stuff that it would be do able even before
those new Nurbs plugins get done?

Sincerely,

Joe Crawford
___________________________________
Owner - Celestine Studios   and   Joetainment Enterprises
Cell: 604-866-3050
Email: joetainment@...
Web: http://celestinestudios.com

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--
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TEL: (52 443) 3147845
CEL: (52 443) 2028344
fismat.umich.mx/~carlosadc
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Re: Import Export important formats

by Joe Crawford :: Rate this Message:

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On Mon, Apr 28, 2008 at 5:58 PM, Carlos Dominguez <carlosadc@...> wrote:
> As of what I know (correct me if I'm wrong hehe) the nurbs base code is
> already implemented fine, the thing with the nurbs plug-ins is to actually
> use them. Actually on Cartsen sample plug-in he already uses nurbs curves
> which for now is probably almost all we need :)
>
> Bests,
> Carlos

That's really cool then because even if we don't have Nurbs drawing
tools yet, your import plugin would at least allow us to bring in ones
we drew elsewhere.


Sincerely,

Joe Crawford
___________________________________
Owner - Celestine Studios and Joetainment Enterprises
Cell: 604-866-3050
Email: joetainment@...
Web: http://celestinestudios.com

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Re: Import Export important formats

by Carlos Dominguez :: Rate this Message:

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Yes hehe :) now that you put it that way I think it's going to be really helpful for the nurbs plug-in tools too, so I'm going to try to speed it up :) I haven't imported svg to anything before so right now I'm reading the documentation which is pretty long hehe. I'm going to put the link on the wiki.

Bests,
Carlos

On Mon, Apr 28, 2008 at 9:11 PM, Joe Crawford <joetainment@...> wrote:
On Mon, Apr 28, 2008 at 5:58 PM, Carlos Dominguez <carlosadc@...> wrote:
> As of what I know (correct me if I'm wrong hehe) the nurbs base code is
> already implemented fine, the thing with the nurbs plug-ins is to actually
> use them. Actually on Cartsen sample plug-in he already uses nurbs curves
> which for now is probably almost all we need :)
>
> Bests,
> Carlos

That's really cool then because even if we don't have Nurbs drawing
tools yet, your import plugin would at least allow us to bring in ones
we drew elsewhere.


Sincerely,

Joe Crawford
___________________________________
Owner - Celestine Studios and Joetainment Enterprises
Cell: 604-866-3050
Email: joetainment@...
Web: http://celestinestudios.com

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CEL: (52 443) 2028344
fismat.umich.mx/~carlosadc
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