werner.poetzelberger Posted November 9, 2021 Posted November 9, 2021 (edited) https://developer.unigine.com/en/docs/2.14.1/objects/worlds/world_transforms/transform_path/?rlang=cpp Doesnt say, how to create a .path file... How, please? Best.Werner. Edited November 9, 2021 by werner.poetzelberger
silent Posted November 10, 2021 Posted November 10, 2021 Hi Werner, The only artists-friendly way to do it was to use 3ds Max Export plugin: https://developer.unigine.com/en/docs/2.14.1/tools/plugins/3dsmax/ Right now it's not supported since there were some changes in 3ds Max API and plugin no longer work with modern versions. Here's the old sources: https://developer.unigine.com/forum/topic/4076-mesh-exporter-for-3dsmax-2017/?do=findComment&comment=21423 As an alternative you can ask your dev team to write a similar plugin for your DCC tool, since path file basically consist of the set of coordinates. For Blender exports you can use different approach: https://developer.unigine.com/forum/topic/6395-exporting-keyframe-animation-from-blender-to-unigine/ Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
thomalex Posted November 10, 2021 Posted November 10, 2021 Hi, Another way to move an object along some path (if it is what you're looking for) is to use the SplineGraph feature. This approach implies that an artist creates a desired WorldSplineGraph in UnigineEditor and saves the result in a .spl file, and the dev team can prepare the needed functionality of moving the object along the loaded spline graph. Resources on the topic: World Spline Graph object SplineGraph class The C++ API sample <UnigineSDK>/source/samples/Api/Nodes/SplineGraph Thanks!
christian.wolf2 Posted November 10, 2021 Posted November 10, 2021 Just a short question to SplineGraph and .path-files. Will there be a convertion support directly in UNIGINE where we can convert SplineGraph data into .path files and vice versa? I investigated the .path file in the past and the advantage (for me) was to move some spline-movement-workload to the physics system (like the train_00 example)? But it wasn't easy to test because external creation of .path-files was a little bit cumbersome to do. @werner.poetzelberger for the spline movement system with the SplineGraph, you can of course contact me. I have some source code here that already provides you this feature if interested. :)
silent Posted November 10, 2021 Posted November 10, 2021 Quote Just a short question to SplineGraph and .path-files. Will there be a convertion support directly in UNIGINE where we can convert SplineGraph data into .path files and vice versa? We didn't think about this type of conversion, honestly :) But I guess it wouldn't appear in the nearest future as a default built-in functionality. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
christian.wolf2 Posted November 10, 2021 Posted November 10, 2021 5 minutes ago, silent said: We didn't think about this type of conversion, honestly :) But I guess it wouldn't appear in the nearest future as a default built-in functionality. No big deal. I just saw the only advantage for the physics part. So we will stick further with our own implementation.
werner.poetzelberger Posted November 10, 2021 Author Posted November 10, 2021 45 minutes ago, silent said: Quote Just a short question to SplineGraph and .path-files. Will there be a convertion support directly in UNIGINE where we can convert SplineGraph data into .path files and vice versa? Actually I was trying that ;). I am not sure if and how .path works and if it make sense. The idea was just to create a rapid prototype of animated objects along splines. For our project we will need to create the paths in Blender and find an appropriate way to xport those anyway. I think the splinepath would be a candidate for a prototyping tool, not for the final project as creating splines in a scene is way to unprecise and to laborius. If there would be a functionality to move the nodes over time, that would be an addition. Similar to other path tools, in percentage e.g., but also with a looping function, so that the object reaching 100% of the path loops back to 0 then. Actually its the first tool in the Editor, with which you can create some generic animation which is cool for visuals, but it would need some more features. 3 hours ago, thomalex said: This approach implies that an artist creates a desired WorldSplineGraph in UnigineEditor and saves the result in a .spl file, and the dev team can prepare the needed functionality of moving the object along the loaded spline graph. Yes. for prototyping that would make sense. 1 hour ago, christian.wolf2 said: @werner.poetzelberger for the spline movement system with the SplineGraph, you can of course contact me. I have some source code here that already provides you this feature if interested. :) Thanks Christian. We have that implemented already, but if you want to share your code, maybe we can learn something. ;)
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