December 3, 2001 Codenautics Software is pleased to announce the release of version 1.9 of Meshwork, the premier editor for efficient 3D triangle-mesh models. ...
Joseph J. Strout
joe@...
Dec 3, 2001 2:53 pm
665
Nice coverage of Meshwork at MacCentral! Hey, Blender released their OSx alpha same day and it did'nt get mentioned! -- Gregory La Vardera Gregory La Vardera...
Gregory La Vardera
la_vardera@...
Dec 4, 2001 6:47 pm
666
iDevGames covered both apps being released. 8-) ... Cheers Carlos Camacho...
Hi folks, although the subject of this post looks like a medical problem, it has to do with Meshwork 1.9. My game (or what will become a game in the future)...
... Sounds cool. ... Nothing tricky: it's just a weighted average of the two. In other words, compute where the vertex would be if it was 100% attached to ...
Joseph J. Strout
joe@...
Dec 10, 2001 7:40 pm
669
WOW, thanks for fast info! I now understand the concept. I'll upload my app to my iDisk soon. It would be great if some of you can test it for me. Thanks...
Is there anyone who uses modles in thier games?I know that bugdome, and Nanosaur do but what code do they use or in other words what computer language are they...
... I, for one, use Meshwork to model all the spacecraft and other items in my company's simulator (see below). The program is built using REALbasic, which has...
... Meshworks has been used quite extensively to create low polygon scenery models for the real time strategy games Myth: The Fallen Lords and Myth 2: ...
mauglir
mauglir@...
Jan 8, 2002 1:46 am
673
Hi gang, I'm working on adding support for import/export of SKN files -- these are the mesh files used by The Sims. It's going reasonably well; I can import...
Joseph J. Strout
joe@...
Jan 8, 2002 2:24 am
674
It's also possible that the trouble with the body models isn't the "blend data", but the bones. The SKN file lists a bunch of bone names and which vertices...
Joseph J. Strout
joe@...
Jan 8, 2002 2:43 am
675
... Bugdom and Nanosaur are both written in C (or maybe C++). And virtually all 3D games use 3D models... Cheers, - Joe -- ...
Joseph J. Strout
joe@...
Jan 8, 2002 2:43 am
676
OK, I've convinced myself that the body model imports look sliced & diced because they involve multiple bones, and the vertex positions are given relative to...
Joseph J. Strout
joe@...
Jan 8, 2002 3:24 am
677
... From: "Bil Simser" <bsimser@...> To: <Peter.Gould@...> Cc: <meshwork@yahoogroups.com> Sent: Monday, January 07, 2002 9:25 PM Subject: Re:...
Joseph, I would be glad to assist in getting SKN format working in your program as I'd like to see Mac users get some kind of tool for working with Sim meshes ...
... Thanks Bil. I'm excited about this project too. I'll continue with you off-list, unless there are others here eager to hear all the gory details. Best, -...
Joseph J. Strout
joe@...
Jan 8, 2002 5:03 am
680
... You said it - Gory! Bones, skeletons, slicing, dicing? What are you working on, Simms Friday the 13th Edition? -- Gregory La Vardera Gregory La Vardera...
Gregory La Vardera
la_vardera@...
Jan 8, 2002 2:59 pm
681
This is a pretty good tutorial for understanding the .cmx file.In short the .cmx file connects the skin texture to the .skn.Here is the...
Just wanted to post that there is a lively thread on Meshwork at iDevGames.com http://www.idevgames.com/cgi-bin/UltraBoard/UltraBoard.cgi?action=Read& ...
Hi folks, I've put the current alpha version of my 3D engine on my iDisk and I'm looking for people to test it. It's the beginning of a game which uses...
... No, sorry. It's for OS X only. The app is written with Apple's Project Builder 1.1. I'm using Carbon here, no Cocoa yet, but I can't figure out how to...
I can attest to that --I tried running it in os 9 and it crashed--I am upgrading to 10.1 very soon and I also have a couple of Apple's new "lamptop" Imacs and...
Jay Donovan
uresaman@...
Jan 11, 2002 11:48 am
687
Hi, May I suggest the following improvements in Meshwork. Sorry if this has already been posted and idscussed. * transparency : define the color of a material...
Stef
stef_millet@...
Jan 12, 2002 9:44 am
688
... How would that be different from the "translucency" slider in Meshwork 1.9? ... Yeah, that'd be neat. However it's very hard to do in general. How does...
Joseph J. Strout
joe@...
Jan 12, 2002 6:08 pm
689
Hello, ... Indeed, I checked, and that's what I meant (sorry for the false alarm). ... Yes, you have to tell the program what are the 'laws' to follow to move ...
Stef
stef_millet@...
Jan 13, 2002 11:05 am
690
I have been working a bit on my own to understand how the Sim SKN format works. Here is some useful info I got about the blend data: Subject: Re: blend data ...
Hi, Another improvement I wanted to mention but forgot in my last message : points pre-selection set. Very often, I want to move the same group of points, and...
Stef
stef_millet@...
Jan 15, 2002 8:07 pm
692
... Thanks Peter. It's a curious way to do weighting... I'll have to give some thought to how Meshwork weights can be transformed into this weird blend-vertex...
Joseph J. Strout
joe@...
Jan 17, 2002 3:03 pm
693
... Neat idea. Meanwhile, be sure you know these tricks: "Select Connected", command-clicking a material in the material palette to select all vertices of...