Rhino .3dm format? Does anyone know a utility that can convert the
Rhino .3dm format to a more usable format, say DXF, 3dmf, vrml,
anything like that? I have a .3dm file and I am desperate to get it
into either Meshwork or Bryce (preferably both).
Thanks.
________________________________________________________________________
Keith Wiley kwiley@...http://www.cs.unm.edu/~kwiley
"Yet mark his perfect self-contentment, and hence learn his lesson, that
to be self-contented is to be vile and ignorant, and that to aspire is
better than to be blindly and impotently happy."
-- Edwin A. Abbott,
Flatland
________________________________________________________________________
At 02:30 PM 9/25/2006, you wrote:
>Lorin Millsap wrote:
> >
> >
> > At this point, I would switch to Cheetah 3D. It boasts far more
> > features, with a little practice is much easier to use, and is a
> > universal app. I have noticed far too many problems with meshwork not
> > being able to import or export models correctly.
> >
> > [Non-text portions of this message have been removed]
> >
> >
>
>Cheetah will have character animation in a future release as well. Also,
>it does export 3dmf...if that matters to anyone anymore.
>
>
>Meshwork Home: http://codenautics.com/meshwork/
>Mailing List: http://www.egroups.com/group/meshwork/
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
>
>
>
>
>--
>No virus found in this incoming message.
>Checked by AVG Free Edition.
>Version: 7.1.405 / Virus Database: 268.12.8/455 - Release Date: 9/22/2006
--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.12.8/455 - Release Date: 9/22/2006
Y'all may get a blank message from me, sorry about that.
Following up on other suggestions for 3D modellers, I was going to
suggest Blender. It has a user interface that makes GIMP look sane,
but it's very powerful, under active development, and nicely
cross-platform, so you can keep working even if all you have
available is a Windows machine.
--Chris
--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.405 / Virus Database: 268.12.8/455 - Release Date: 9/22/2006
Lorin Millsap wrote:
>
> Matt Howell wrote:
>
> > Really sorry to hear that, but thanks for getting it as far as you
> > did. (Has anyone tried Meshwork under Rosetta yet?)
> >
> > Since UV-mapped POV exports never made it in, I decided to try to
> > take that on in PHP, of all things. I wrote a utility that accepts a
> > raw Meshwork file via a form, parses it, and outputs the model using
> > POV's mesh2 objects. It works well, except for smoothed materials.
> > I spent a lot of time learning vector math, and finally worked out
> > how normal smoothing works, at least in theory. I even tested it by
> > having POV render the wireframe and face/vertex normals as lines, and
> > it all LOOKS right. But when I render the models, the shading looks
> > warped. I don't suppose anyone could offer any advice?
> >
> > --Matt
> >
> >
>
> At this point, I would switch to Cheetah 3D. It boasts far more
> features, with a little practice is much easier to use, and is a
> universal app. I have noticed far too many problems with meshwork not
> being able to import or export models correctly.
>
> [Non-text portions of this message have been removed]
>
>
Cheetah will have character animation in a future release as well. Also,
it does export 3dmf...if that matters to anyone anymore.
Matt Howell wrote:
> Really sorry to hear that, but thanks for getting it as far as you
> did. (Has anyone tried Meshwork under Rosetta yet?)
>
> Since UV-mapped POV exports never made it in, I decided to try to
> take that on in PHP, of all things. I wrote a utility that accepts a
> raw Meshwork file via a form, parses it, and outputs the model using
> POV's mesh2 objects. It works well, except for smoothed materials.
> I spent a lot of time learning vector math, and finally worked out
> how normal smoothing works, at least in theory. I even tested it by
> having POV render the wireframe and face/vertex normals as lines, and
> it all LOOKS right. But when I render the models, the shading looks
> warped. I don't suppose anyone could offer any advice?
>
> --Matt
>
>
At this point, I would switch to Cheetah 3D. It boasts far more
features, with a little practice is much easier to use, and is a
universal app. I have noticed far too many problems with meshwork not
being able to import or export models correctly.
[Non-text portions of this message have been removed]
Really sorry to hear that, but thanks for getting it as far as you
did. (Has anyone tried Meshwork under Rosetta yet?)
Since UV-mapped POV exports never made it in, I decided to try to
take that on in PHP, of all things. I wrote a utility that accepts a
raw Meshwork file via a form, parses it, and outputs the model using
POV's mesh2 objects. It works well, except for smoothed materials.
I spent a lot of time learning vector math, and finally worked out
how normal smoothing works, at least in theory. I even tested it by
having POV render the wireframe and face/vertex normals as lines, and
it all LOOKS right. But when I render the models, the shading looks
warped. I don't suppose anyone could offer any advice?
--Matt
On Sep 22, 2006, at 13:29 UTC, Daniel Lurie wrote:
> I recall you were going to rewrite it in RB.
Quite stalled, I'm sorry to say. My heartfealt thanks go out to all
who registered their copy of Meshwork, but despite those generous
folks, it's really not a money-maker compared to the time it takes to
develop it. And unfortunately, my current financial situation is such
that I can't afford to take on any big nonpaying projects. (That's why
you haven't seen any new games from Two Guys Games lately, either.)
I still hold a faint hope that somebody will hire me to complete
Meshwork 3.0 on a contract basis (in exchange for which they would own
all rights to the code, of course). But so far nobody has offered to
do that.
Best,
- Joe
--
Joe Strout -- joe@...
Verified Express, LLC "Making the Internet a Better Place"
http://www.verex.com/
Thank you Joe,
I appreciate all your efforts
Gregory Dominguez
On Jun 23, 2005, at 7:59 AM, Joseph J. Strout wrote:
> OK, I've banned the two spammer accounts that invaded our list, and
> set the list options so that any further requests to join the list
> have to be approved by me. I'll give this approval only after
> contacting each one personally and making sure I get a reply. A pain
> in the tuckus for all involved, but it should solve the problem.
> Thanks for your patience.
>
> Best,
> - Joe
>
> --
>
> ,------------------------------------------------------------------.
> | Joseph J. Strout Codenautics: quality Mac software |
> | joe@...http://codenautics.com/ |
> `------------------------------------------------------------------'
>
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List: http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>
>
OK, I've banned the two spammer accounts that invaded our list, and
set the list options so that any further requests to join the list
have to be approved by me. I'll give this approval only after
contacting each one personally and making sure I get a reply. A pain
in the tuckus for all involved, but it should solve the problem.
Thanks for your patience.
Best,
- Joe
--
,------------------------------------------------------------------.
| Joseph J. Strout Codenautics: quality Mac software |
| joe@...http://codenautics.com/ |
`------------------------------------------------------------------'
Hey guys, I'm really sorry about this. Yahoo Groups is supposed to
protect us from this sort of junk, but clearly it's failing to do
that. I'll look into what can be done about this. (If any of you
have experience managing a Yahoo mailing list, and have relevant tips
to share, please contact me off-list.)
Thanks,
- Joe
--
,------------------------------------------------------------------.
| Joseph J. Strout Codenautics: quality Mac software |
| joe@...http://codenautics.com/ |
`------------------------------------------------------------------'
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Thanks. I never looked at the 3DMF files directly. I wasn't sure if they
were ASCII or binary.
On Fri, 11 Feb 2005, Jeff Quan wrote:
>
> On Feb 7, 2005, at 1:37 PM, Keith Wiley wrote:
>> Does Meshwork automatically convert nonalpha textures to 16 bit if they
>> are pasted in at 32 bit?
>
> Joe can answer this better, but taking a peek at an exported 3DMF from
> Meshwork shows that each texture is stored as an RGB16, which I believe
> indicates a 16 bit non-alpha texture.
>
> ==
> Jeff Quan
> jquan@...
>
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List: http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
________________________________________________________________________
Keith Wiley kwiley@...http://www.unm.edu/~keithw
"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
-- Edwin A. Abbott, Flatland
________________________________________________________________________
On Feb 7, 2005, at 1:37 PM, Keith Wiley wrote:
> Does Meshwork automatically convert nonalpha textures to 16 bit if they
> are pasted in at 32 bit?
Joe can answer this better, but taking a peek at an exported 3DMF from
Meshwork shows that each texture is stored as an RGB16, which I believe
indicates a 16 bit non-alpha texture.
==
Jeff Quan
jquan@...
Hello?
Keith Wiley wrote:
>Does Meshwork automatically convert nonalpha textures to 16 bit if they
>are pasted in at 32 bit? I asked because when I paste, save, and export
>32 bit textures and then look at the shaders that are being opened by
>Quesa, the textures seem to be 16 bit, but I'm not sure if I'm just
>confusing somethingand missing something obvious.
>
>Thanks.
>
>________________________________________________________________________
>Keith Wiley kwiley@...http://www.unm.edu/~keithw
>
>"Yet mark his perfect self-contentment, and hence learn his lesson,
>that to be self-contented is to be vile and ignorant, and that to
>aspire is better than to be blindly and impotently happy."
> -- Edwin A. Abbott, Flatland
>________________________________________________________________________
>
>
>Meshwork Home: http://codenautics.com/meshwork/
>Mailing List: http://www.egroups.com/group/meshwork/
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
--
________________________________________________________________________
Keith Wiley kwiley@...http://www.unm.edu/~keithw
"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
-- Edwin A. Abbott, Flatland
________________________________________________________________________
Does Meshwork automatically convert nonalpha textures to 16 bit if they
are pasted in at 32 bit? I asked because when I paste, save, and export
32 bit textures and then look at the shaders that are being opened by
Quesa, the textures seem to be 16 bit, but I'm not sure if I'm just
confusing somethingand missing something obvious.
Thanks.
________________________________________________________________________
Keith Wiley kwiley@...http://www.unm.edu/~keithw
"Yet mark his perfect self-contentment, and hence learn his lesson,
that to be self-contented is to be vile and ignorant, and that to
aspire is better than to be blindly and impotently happy."
-- Edwin A. Abbott, Flatland
________________________________________________________________________
--- In meshwork@yahoogroups.com, Giles Williams <aegidian@m...> wrote:
>
> On 24 Sep 2004, at 15:13, tobiasasphaug wrote:
> > I'm trying to make a space ship for the excellent Oolite
> > (http://oolite.aegidian.org/) and
> > apply textures as he describes in a tutoral.
Hmm, I too, am trying to generate a spaceship model in accordance with the
tutorial. My
problem appears to be that - although I could paste graphics, for textures, into
the
Material Properties dialogue yesterday, I absolutely cannot replace these, or
paste into any
new materials today. Baffling. The Materials Properties dialogues seems
exceptionally
buggy, mind you.
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by sending a mail here meshwork-unsubscribe@yahoogroups.com
On 24 Sep 2004, at 15:13, tobiasasphaug wrote:
> my apologies if this is an identical question to a previous one, but
> my lingo vocab is too
> poor to detect it.
>
> I'm trying to make a space ship for the excellent Oolite
> (http://oolite.aegidian.org/) and
> apply textures as he describes in a tutoral.
>
> I open Meshwork 2.0.1 on my OSX 3.5, and things go well until I 3D
> preview my object.
> the textures in almost every instance do not apply themselves in a
> flat way according the
> the desired axis, and in many cases neglect to render several planes.
> the result looks like
> an object with wrinkled skin missing several sides.
>
> is this a typical newbie fool's mistake?
Hi, sorry I was responsible for the Meshwork tutorial (at
http://oolite.aegidian.org/cyoship ) that caused this confusion.
The textures Tobias was using were 255x255 rather than 256x256 or some
other power of two in each dimension and this caused the texturing
mess.
It might be wise to have the next version of Meshwork check (and
ideally, correct) the dimensions of textures pasted into the materials
dialog.
-- Giles Williams
On Sep 24, 2004, at 7:13 AM, tobiasasphaug wrote:
> I open Meshwork 2.0.1 on my OSX 3.5, and things go well until I 3D
> preview my object.
> the textures in almost every instance do not apply themselves in a
> flat way according the
> the desired axis, and in many cases neglect to render several planes.
> the result looks like
> an object with wrinkled skin missing several sides.
Can't say what you're doing wrong without seeing what you've done, but
I can point you to my Meshwork tutorials at
<http://www.geocities.com/jeffq_cnet/Meshwork/index.html>
I suggest following the "...and planar" link.
> also, is it only me and my copy that do not enjoy the option of
> Apl-Z/undo, or is this a
> missing feature in Meshwork?
That is a missing feature in the current release.
==
Jeff Quan
jquan@...
Please remove me from this group!
----- Original Message -----
From: "tobiasasphaug" <tobiasasphaug@...>
To: <meshwork@yahoogroups.com>
Sent: Friday, September 24, 2004 10:13 AM
Subject: [meshwork] novice advice on texturemapping
> my apologies if this is an identical question to a previous one, but my
lingo vocab is too
> poor to detect it.
>
> I'm trying to make a space ship for the excellent Oolite
(http://oolite.aegidian.org/) and
> apply textures as he describes in a tutoral.
>
> I open Meshwork 2.0.1 on my OSX 3.5, and things go well until I 3D preview
my object.
> the textures in almost every instance do not apply themselves in a flat
way according the
> the desired axis, and in many cases neglect to render several planes. the
result looks like
> an object with wrinkled skin missing several sides.
>
> is this a typical newbie fool's mistake?
>
> any advice would be superappreciated.
>
> also, is it only me and my copy that do not enjoy the option of
Apl-Z/undo, or is this a
> missing feature in Meshwork?
>
>
>
> Meshwork Home: http://codenautics.com/meshwork/
> Mailing List: http://www.egroups.com/group/meshwork/
>
> Yahoo! Groups Links
>
>
>
>
>
my apologies if this is an identical question to a previous one, but my lingo
vocab is too
poor to detect it.
I'm trying to make a space ship for the excellent Oolite
(http://oolite.aegidian.org/) and
apply textures as he describes in a tutoral.
I open Meshwork 2.0.1 on my OSX 3.5, and things go well until I 3D preview my
object.
the textures in almost every instance do not apply themselves in a flat way
according the
the desired axis, and in many cases neglect to render several planes. the result
looks like
an object with wrinkled skin missing several sides.
is this a typical newbie fool's mistake?
any advice would be superappreciated.
also, is it only me and my copy that do not enjoy the option of Apl-Z/undo, or
is this a
missing feature in Meshwork?