Lingo Scripted Morpher - Now Available -

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  1. #1

    Default Lingo Scripted Morpher - Now Available -

    Hi! If anyone's interested in being able to easily export morphed models as
    well as morph animations from 3dmax to Shockwave3d then you may want to check
    out [url]http://members.lycos.co.uk/frozenbean/[/url].

    What is the Lingo Scripted Morpher (LSM)?
    LSM basically consists of some simple Director parent scripts and one 3dmax
    maxScript, together they help to simplify the entire process of getting your
    morphed models and morph animation from 3d max to Director/Shockwave3d.

    Would you like to get your hands on these LSM scripts? Well, I actually
    uploaded them to the Macromedia Exchange a few days ago, however it seems that
    the Macromedia QA team still haven't got around to putting them up yet :( So if
    you'd like to see the nice people at Macromedia get a move on and put the LSM
    scripts up, then please take the time to share your views......POWER TO THE
    PEOPLE AND ALL THAT STUFF ;)

    Seriously, If they haven't put the scripts up by the weekend I'll just find
    somewhere else to host them, then I'll just post the link for them in this
    forum.

    Enjoy!
    Damien O'Connell

    Damien O'Connell Guest

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  3. #2

    Default Re: Lingo Scripted Morpher - Now Available -

    G R E A T ! ! !! ! Where were you one year ago?? jeje. Wonderful job!
    I´ll test this on the weekend for sure.

    CHEERS!!!!
    --
    Agustín María Rodríguez | [email]agustin@OnWine.com.ar[/email] | [url]www.OnWine.com.ar[/url]

    Agustín María Rodríguez Guest

  4. #3

    Default Re: Lingo Scripted Morpher - Now Available -

    I´ve just checked it and it seems to be what I´ve been looking (take a
    look at the top example on the demo site of my site) all this time with
    NoiseCrime
    ([url]http://www.noisecrime.com/develop/techdemo/d85/quake/index.html[/url]) on
    public lists and private mails. I even learnt some MEL (Maya´s scripting
    languaje) for exporting Blend Shapes (Max´s morphs) but no joy.

    I was just about to start a simple game with character deformation,
    which I was thinking to do with bones. But now it looks like you´ve done
    what I was needing... so I would be very grateful if you send me those
    scripts :)

    Thank you very much in advance!
    --
    Agustín María Rodríguez | [email]agustin@OnWine.com.ar[/email] | [url]www.OnWine.com.ar[/url]

    Agustín María Rodríguez Guest

  5. #4

    Default Re: Lingo Scripted Morpher - Now Available -

    Very impressive! This looks like it would be good way to get Quake-style
    models playing in Shockwave. Any thoughts on its performance versus a
    bonesplayer animation of the same mesh? Have you tried exporting a MD2 or MD3
    files with this? The 3dsmax-like interface of the tool is very slick too. I
    look forward to trying this out.

    nick kang Guest

  6. #5

    Default Re: Lingo Scripted Morpher - Now Available -

    Great job! To go off on a tangent here... is there a way to bring Quake or
    Half-Life models into 3ds max/director? I was looking at this site:
    [url]www.polycount.com[/url] and they have some really cool low-poly characters and
    weapons, but they seem to be in a proprietary format that only Quake and
    Half-Life can import.

    Steve


    "nick kang" <webforumsuser@macromedia.com> wrote in message
    news:ccl6r3$8li$1@forums.macromedia.com...
    > Very impressive! This looks like it would be good way to get Quake-style
    > models playing in Shockwave. Any thoughts on its performance versus a
    > bonesplayer animation of the same mesh? Have you tried exporting a MD2 or
    MD3
    > files with this? The 3dsmax-like interface of the tool is very slick too.
    I
    > look forward to trying this out.
    >

    zippy Guest

  7. #6

    Default Re: Lingo Scripted Morpher - Now Available -

    Originally posted by: Damien O'Connell
    [url]http://members.lycos.co.uk/frozenbean/[/url].

    Excellent work !


    necromanthus Guest

  8. #7

    Default Download Lingo Scripted Morpher Link

    Download Lingo Scripted Morpher At: [url]http://members.fortunecity.co.uk/3dmad/[/url]

    Very impressive! This looks like it would be good way to get Quake-style
    models playing in Shockwave. Any thoughts on its performance versus a
    bonesplayer animation of the same mesh? Have you tried exporting a MD2 or MD3
    files with this? The 3dsmax-like interface of the tool is very slick too. I
    look forward to trying this out.

    Well as to you question "Have you tried exporting a MD2 or MD3 files with
    this" the short answer is no I haven't. The LSM Max Exporter is written
    entirely in maxScript with no additional max plugins, the LSM Exporter simply
    exports a 3d max morphed model or morph animation to a text file. I'm not a
    particularly proficient C++ programmer (Although I am currently playing around
    with taking apart a few various open source 3d engines to try and learn a bit
    more) but I guess I might have been able to write a small program to export the
    base model and morph targets to a shockwave 3d file. However as I only have the
    max 5.1 SDK it would have been a bit of a problem compiling it for max6. Also
    with the new maxScript morpher modifier functions that have been exposed in 3d
    max 5 it was just a lot simpler to write everything in maxScript.

    Performance
    Comparing performances between Shockwave bone deformation and LSM is not
    particularly easy as LSM works by blending multiple morph targets together and
    not just simply morphing between set poses. LSM's performance is directly
    related to the number of morph channels which change value per frame/update and
    the number of morphed vertices, of each of the morph channels which have change
    value. Keeping both of these two thing down to a minimum will obviously help to
    increase the overall performance. I did test LSM on an old P3 450Mhz with a
    rubbish 8mb Graphics card that I had laying around and I have to say the result
    were pretty good.

    It may interest you to know that while LSM doesn't support it, I have played
    around with applying bone deformation on top of the morph deformation, however
    while it is possible, the extra performance hit you take as well as the extra
    processes required by the user to actually achieve it can't really be
    justified, at least at the moment.

    Thx for all your posts :)



    Damien O'Connell Guest

  9. #8

    Default Re: Lingo Scripted Morpher - Now Available -

    Damien ,
    All links to your LSM are broken, would you provide some help in locating the
    routine.
    Thank you so much.
    Hector Silva
    The Lingo Scripted Morpher (LSM)
    [url]http://www.macromedia.com/cfusion/webforums/forum/messageview.cfm?catid=268&thre[/url]
    adid=856573


    EctorSilva Guest

  10. #9

    Default Re: Lingo Scripted Morpher - Now Available -

    EctorSilva wrote:
    > Damien ,
    > All links to your LSM are broken, would you provide some help in locating the
    > routine.
    > Thank you so much.
    > Hector Silva
    > The Lingo Scripted Morpher (LSM)
    > [url]http://www.macromedia.com/cfusion/webforums/forum/messageview.cfm?catid=268&thre[/url]
    > adid=856573
    >
    >
    Hi, Ector. Here´s the link to Damien´s files (I don´t think he´s still
    following this forum):

    [url]http://members.fortunecity.co.uk/3dmad/[/url]

    Good luck!
    --
    Agustín María Rodríguez | Interactive Director
    Methanoia Studio | [url]http://www.methanoia.com[/url]
    ---------------------------------------------------
    [url]www.onwine.com.ar[/url] > samples & code
    Agustín María Rodríguez Guest

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