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3Dspeedport xtra at runtime? - Macromedia Director 3D

Hi everyone! A question about the 3Dspeedport xtra. I seem it is a "tool" xtra (isn't it?), but, anyway, anyone knows if I can use it thorugh Lingo at runtime as well (as a Lingo xtra), just to automate some OBJ-W3D conversions? Thanks and bye, Andrea...

  1. #1

    Default 3Dspeedport xtra at runtime?

    Hi everyone!
    A question about the 3Dspeedport xtra.
    I seem it is a "tool" xtra (isn't it?), but, anyway, anyone knows if I can use
    it thorugh Lingo at runtime as well (as a Lingo xtra), just to automate some
    OBJ-W3D conversions?
    Thanks and bye,

    Andrea

    AndreaP Guest

  2. #2

    Default Re: 3Dspeedport xtra at runtime?

    Just ran across your post, someone devised a way to import models from a
    text spec on the fly, maybe you can adapt something:

    Hi guys. This is a tough one!

    I've created a miraculous 3D file importer for Director but I have one
    problem with it. It's used like this (you can think this of like a black
    box - you don't get the source code, you only see how it works):

    Lingo in message window:

    -- Creating a new ShockWave3D cast member
    set my3DMember = new(#shockwave3D)
    my3dMember.name = "w3d3DObject"
    set My3DMember = VOiD

    -- Generates output in "Input3DText" named cast member
    MyReadFile "C:\model.obj"

    -- So now I have two new cast mebmers: "w3d3DObject" & "Input3DText".
    -- And up to this point everything lasts but the rest won't:

    -- Fills a variable called "model" with vertices, face values, etc. from
    imported 3D model.
    set model = VOiD
    set model = Make3D("txtInput3DText")

    -- Syntax: MakeMesh(CastMember name, Model name, Model vertices,
    Model faces, Model colorValues, Model normals, Model textureCoordinates)
    MakeMesh("w3d3DObject", model[1].name, model[1].vertexList,
    model[1].faceList, [], [], model[1].UV)

    -- end

    The result of this is one near perfectly imported model to my
    ShockWave3D-member. But this model disappears when I save my project. As
    well as everything else in this ShockWave3D-member. When I load my
    project I only see a blank ShockWave3D member and filled text member
    ("Input3DText", if I haven't delled it).

    Can anyone assist me on this one. Or is there any description of
    ShockWave3D file ormat on the net for download, or can Director
    export/save ShockWave3D files?

    Btw. I don't want to use this "3D Speedport Xtra", 'cos it s. It
    creates built models, that's not what I want. I need perfect control
    over every vertice in my 3D world, as any serious 3D maker.

    Thanx in advance. Sorry for my grammar as Finnish differs from English a
    bit on that... :)

    /Sami
    JB Guest

  3. #3

    Default Re: 3Dspeedport xtra at runtime?

    JB wrote:
    > Can anyone assist me on this one. Or is there any description of
    > ShockWave3D file ormat on the net for download, or can Director
    > export/save ShockWave3D files?
    Hiya!!! The #saveAll flag used to do the job but the site -from Tom
    Higgins- where the explanation was hosted is down
    ([url]http://www.shockwavemovies.com/[/url]). IIRC, you can perform a saveMovie or
    castLib().save() with the mentioned flag... or something like that. You
    might try finding #saveAll into the archives of this forum, Dir3D-L or
    even 3DDirector-L.

    Good luck!
    --
    Agustín María Rodríguez | [email]agustinOnWine.com.ar[/email] | [url]www.OnWine.com.ar[/url]

    Agustín María Rodríguez Guest

  4. #4

    Default Re: 3Dspeedport xtra at runtime?

    Hi JB,
    i'm writing a Wavefront OBJ file importer. I have an important question:

    Should it convert the faces to triangles?

    Does it exist an algorithm on the web to do this?

    Thx
    Max


    Max Guest

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