Codenautics Software is proud to announce version 1.7 of Meshwork, the premier 3D trimesh modeling application for MacOS. This release introduces an important...
Joseph J. Strout
joe@...
Feb 12, 2001 3:06 pm
424
Well, I was all psyched up to start on uv-texturing some models that long needed it, and at first everything seemed to be fine. However, after I had saved a...
Matt Howell
howellme@...
Feb 13, 2001 4:09 pm
425
... but i note that this is not yet implemented in version 1.7. Meshwork still does not recognize type '3DSM' files for import....
doozy@...
Feb 13, 2001 4:28 pm
426
... Hmm, I haven't seen either of these bugs -- I have a number of models made with Meshwork 1.7, with and without pinned-mode texture maps, and I'm able to...
Joseph J. Strout
joe@...
Feb 13, 2001 6:56 pm
427
... I've been having a weird problem recently that occurs when I paste a 32-bit texture into the material window. When I go to save, I get a error coming up...
James Milne
james_milne@...
Feb 13, 2001 7:00 pm
428
... Haven't run into the save error, but whenever I see diagonal lines in my texture that usually means that I haven't pasted in a texture whose dimensions are...
Jeff Quan
jeffq@...
Feb 13, 2001 7:15 pm
429
... Hmm, must have slipped through the cracks -- thanks for the report. I'll look into it, and it looks like we'll be seeing a 1.7.1 soon... Cheers, - Joe -- ...
Joseph J. Strout
joe@...
Feb 13, 2001 7:23 pm
430
... What are the dimensions of these pictures? And what app are you copying them from? -194 is "AddResource failed" (and -192 is Resource Not Found). So ...
Joseph J. Strout
joe@...
Feb 13, 2001 7:42 pm
431
... From Photoshop - 128x128. ... Yes - 9.1 release. -- James Milne Essence Software <http://www.essencesw.com/> <mailto:james@...>...
James Milne
james_milne@...
Feb 13, 2001 7:54 pm
432
hmm I haven't encountered this either been using Meshwork 1.7b1 since joe releasted it ... ...
kotos six
kotos6@...
Feb 13, 2001 10:06 pm
433
... try saving it in picture viewer I've run in to this aswell I'm not sure what causes it or how I get around it. I'm on os 8.6 ...
kotos six
kotos6@...
Feb 13, 2001 10:13 pm
434
... Please try the official 1.7 release, in case this is some new problem that slipped into the final build. Thanks, - Joe -- ...
Joseph J. Strout
joe@...
Feb 13, 2001 10:22 pm
435
Oops! Matt was quite correct; a last-minute supposedly minor change as 1.7 was going out the door had an unexpected consequence, and as a result, Meshwork 1.7...
Joseph J. Strout
joe@...
Feb 14, 2001 4:49 am
436
Hi gang, I've posted Meshwork 1.7.1 on my server. It was a bit of a rush job, due to the severity of the problem in 1.7, so I have not yet updated the web...
Joseph J. Strout
joe@...
Feb 14, 2001 3:41 pm
437
Hi gang, I've just posted version 1.7.2 of Meshwork to the server. This fixes a problem some new users have been having, with an inability to enter the...
Joseph J. Strout
joe@...
Feb 17, 2001 9:44 pm
438
Hey, all. I was playing with the new texture mapping tool (which I like) and I thought to myself that Meshwork might be even easier to use if it used fewer...
Matt Howell
howellme@...
Feb 18, 2001 8:17 pm
439
I think this is a pretty cool idea. Thanks for the mock-up, Matt! I'll tuck this away and think about it... I can't make any promises, but you have made a...
Joseph J. Strout
joe@...
Feb 19, 2001 5:24 pm
440
... Hey, no promises needed. Just tossing out an idea. Oh, in case anyone's getting that stoopid Xoom banner instead of the JPEG, you have to copy the...
Matt Howell
howellme@...
Feb 19, 2001 9:24 pm
441
Whoops, sorry. The above address ends with .gif, not .jpeg. -Matt...
Matt Howell
howellme@...
Feb 19, 2001 9:26 pm
442
... Hmm, it definitely should do this, but at the moment I can't remember if I remembered to make it do so. If not, it is definitely a must-have. Thanks, -...
Joseph J. Strout
joe@...
Feb 20, 2001 3:20 pm
443
Hi gang, Several of you are using Meshwork in conjunction with POV-Ray, and have asked about support for pinned-mode or posed-model texture mapping. I've just...
Joseph J. Strout
joe@...
Feb 28, 2001 11:08 pm
444
Hi gang, Part of my philosophy in developing Meshwork has always been to make 3D modeling easier -- especially the sort of 3D modeling needed for games. Most...
Joseph J. Strout
joe@...
Mar 2, 2001 3:12 pm
445
... Great idea! Not to say that I'm disagreeing with the Sims' head/body/hands, but to posit an alternative format, I believe that FPS games like Unreal ...
Jeff Quan
jeffq@...
Mar 2, 2001 5:01 pm
446
... Feel free to disagree; without some of that, it'd be a short discussion... but where do the arms fit into that division? Oh wait, they're included with...
Joseph J. Strout
joe@...
Mar 2, 2001 5:24 pm
447
... Arrgh! Now I REALLY have to find that article -- it talked about how Q3 connects objects to other objects. The short of that was that they used a single...
Jeff Quan
jeffq@...
Mar 2, 2001 6:07 pm
448
... That would work -- though nowadays, you might be better off using bones as your reference points. Cheers, - Joe -- ...
Joseph J. Strout
joe@...
Mar 2, 2001 6:35 pm
449
Good hello. There's already a detailed standard spec for modelling and animating humanoids. It's called h-anim: http://h-anim.org/ The h-anim spec was written...
viveka
me@...
Mar 2, 2001 9:48 pm
450
... Yeah, but it's a VRML representation. And it seems to be more concerned with how the data is represented, than how the model is designed. I'm reading...
Joseph J. Strout
joe@...
Mar 2, 2001 10:24 pm
451
My personal preference is for only 1 texture per model for better performance. For realtime games you just don't want to be swapping textures more than...
forever.games@...
Mar 3, 2001 2:13 am
452
... actually they use one texture for the head and one for the body&legs also extra texures for shaders etc- if the model uses shaders. ... oh this sounds...