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What should I focus on if I want to develop some program(MXS or something else) myselt?
show user profile  Hua*MuLan~
What should I focus on if I want to develop some program(MXS or something else) myselt?
Every day is a new day

MSN:qq343294964@hotmail.com

read 613 times
8/21/2010 11:50:58 AM (last edit: 8/21/2010 11:50:58 AM)
show user profile  advance-software

Really need some clarification. What is it that you want to do ? What area do you want to work in ?


                       
<><> Infinity is coming ...


read 611 times
8/21/2010 11:53:46 AM (last edit: 8/21/2010 11:59:13 AM)
show user profile  Hua*MuLan~
computer graphics.
Every day is a new day

MSN:qq343294964@hotmail.com

read 590 times
8/21/2010 1:42:47 PM (last edit: 8/21/2010 1:42:47 PM)
show user profile  Hua*MuLan~
actually . recently , I want to develop something like plugin for max or maya. And I am already start working on low level programming like game engine.
Every day is a new day

MSN:qq343294964@hotmail.com

read 588 times
8/21/2010 1:46:07 PM (last edit: 8/21/2010 1:46:07 PM)
show user profile  advance-software
Computer graphics is a big subject.

If you're interested in real-time, take a look at WebGL. I'm just starting to get into it & so far I like what I see. It can't do all the stuff our engine can, but the limitations will be addressed over time. It's in FF & Chrome betas now, with Opera likely to follow. Microsoft are conflicted as it disrupts their DirectX strategy, but they'll have to either adopt or lose market share. They could implement a DirectX alternative - WebDX say, meaning we would have to implement two backends, which would be a pain, but they need real-time 3D in the browser one way or another. For now, the workaround is to require IE users to install another browser or Chrome Frame.

I'd say have a go at porting your game engine to WebGL.

The 3D web is close, which is quite exciting when you think about it.


                       
<><> Infinity is coming ...


read 585 times
8/21/2010 1:55:58 PM (last edit: 8/21/2010 2:05:09 PM)
show user profile  Hua*MuLan~
It's greate to hear of you and also WebGL. In my mind , actually , I do not care too much whether my idea is based on real-time or offline rendering . Interesting project is interesting project. en...I mean I am a curious guy with great curiosity :P
Every day is a new day

MSN:qq343294964@hotmail.com

read 567 times
8/21/2010 3:57:34 PM (last edit: 8/21/2010 3:58:21 PM)
show user profile  Hua*MuLan~
Well , I feel a little shy to talk about it . Even I graduated from school a few years I still can not get out of the way of "thinking like students" . sorry if I really did this:P
Every day is a new day

MSN:qq343294964@hotmail.com

read 557 times
8/21/2010 5:35:09 PM (last edit: 8/21/2010 5:35:09 PM)
show user profile  advance-software
If you're looking for something to do, you could write a Maya XSG exporter.

Format details here : http://advance-software.com/develop/index.html

No-one's using the format except me at the moment, so you could be wasting your time.

This is the format used by our 3D web browser.

I'm currently writing a WebGL engine that can parse & render the format so that'll make it a little more accessible.

To be clear - we have no development budget at the moment & this is not a job offer.
Experiment with the tech / format at your own risk. Not trying to be rude - just clear so we don't have any misunderstandings. Whatever you make is of course yours.

Other than that, there's a ton of stuff you could do - maybe offer your services to an open source project - e.g. blender. I'm sure they have plenty that needs doing.

You're being very vague about what you want to do, so it's hard to offer much in the way of input.


                       
<><> Infinity is coming ...


read 548 times
8/21/2010 6:06:37 PM (last edit: 8/21/2010 6:18:42 PM)
show user profile  Dub.
do you have IM? hua mulan?




read 525 times
8/21/2010 11:39:25 PM (last edit: 8/21/2010 11:39:25 PM)
show user profile  Hua*MuLan~
@advance-software:Well , I see. And I will see the details of your Maya XSG exporter. I have had done simple exporter for max before. I am insteresting in your Maya XSG exporter.I do not care too much about your budget . New ideas are always fasnating . So ,then , if I do not have much thing to do recently I will work on your exporter. At the very lest , I will see the details of your exporter. You just said blender . I had worked on the source of blender for a period of time(not for blender team) . I think it cool . not only its function but also its code . All the UI element was drawing with OpenGL .
"You're being very vague about what you want to do, so it's hard to offer much in the way of input."
My original plan is to develop a short term plugin for Max or Maya . I think I can sell it to make some money.
@Dub.: I known you for a long time :P I knew you have always work on Maxscript for years here.Whenever there is a script tip here . You will show up :P It will be a greate pleasure to have a connection with you . I think I will learn a lot from you.:P
IM ,so windows live messenger will be ok?MSN: qq343294964@hotmail.com
if msn won't be ok , let me know your IM . I will have one installed on my pc:P
Every day is a new day

MSN:qq343294964@hotmail.com

read 509 times
8/22/2010 2:38:20 PM (last edit: 8/22/2010 8:14:18 PM)
show user profile  advance-software
If you'd like to experiment with our tech., a first pass Maya XSG exporter should be fairly easy to put together.

The format should be largely self explanatory - that's the point - to create a universal, efficient, easy to use and understand format for creating 3D websites. A bit like HTML for the 3D web. I've looked at alternative proposals - collada & x3d and have concluded they're not suitable as they're both overly complicated. Discussion welcome if you disagree.

If you want have a go at a maya exporter, I'd suggest starting with exporting a cube.

Export to uncompressed XML for now. Don't bother with jpeg-2000 texture conversion to start with - just use jpg/png.

You can test in Infinity right now (download link in my sig). An initial JavaScript/WebGL version will be available soon.

We can discuss over MSN, but I'd prefer to talk on the board if it's ok with you because others can learn/discuss/critique.

If the format's successful & you complete to commercial standard, I'd guess you could sell a Maya exporter for around $100 USD per seat (estimate - input welcome from others). Softwrap could be used as the payment solution. See : http://softwrap.com

Additional revenue could come from commercial support & consultancy *if* this all works out.

Totally your call. If you want to wait & see how things go, you're welcome to leave it for now.

Critique on the XSG format welcome - we can make changes easily now while there are few users - it'll be harder to change things later. Questions welcome. If you don't understand something, please let me know & I'll improve the documentation.

Thank you for your interest in Infinity & the XSG 3D website file format.


                       
<><> Infinity is coming ...


read 486 times
8/22/2010 8:16:21 PM (last edit: 8/22/2010 8:34:07 PM)
show user profile  Hua*MuLan~
So . Spend a lot of effort to clearify myself :P
Every day is a new day

MSN:qq343294964@hotmail.com

read 485 times
8/22/2010 8:17:16 PM (last edit: 8/22/2010 8:17:16 PM)
show user profile  Hua*MuLan~
XML format seems quite familiar for me . I did more than once for max before. I export a box from Max . And the file is like this:
"<"object">" Box01 "<""/"object">"
"<"vertexNum">" 8 "<""/"vertexNum">"
"<"faceNum">" 12 "<""/"faceNum">"
"<"vertex">" [-48.7923,-52.1739,0] "<""/"vertex">"
"<"vertex">" [45.8937,-52.1739,0] "<""/"vertex">"
"<"vertex">" [-48.7923,31.8841,0] "<""/"vertex">"
"<"vertex">" [45.8937,31.8841,0] "<""/"vertex">"
"<"vertex">" [-48.7923,-52.1739,83.0918] "<""/"vertex">"
"<"vertex">" [45.8937,-52.1739,83.0918] "<""/"vertex">"
"<"vertex">" [-48.7923,31.8841,83.0918] "<""/"vertex">"
"<"vertex">" [45.8937,31.8841,83.0918] "<""/"vertex">"
"<"face">" [1,3,4] 2 2 true true false "<""/"face">"
"<"face">" [4,2,1] 2 2 true true false "<""/"face">"
"<"face">" [5,6,8] 4 1 true true false "<""/"face">"
"<"face">" [8,7,5] 4 1 true true false "<""/"face">"
"<"face">" [1,2,6] 8 5 true true false "<""/"face">"
"<"face">" [6,5,1] 8 5 true true false "<""/"face">"
"<"face">" [2,4,8] 16 4 true true false "<""/"face">"
"<"face">" [8,6,2] 16 4 true true false "<""/"face">"
"<"face">" [4,3,7] 32 6 true true false "<""/"face">"
"<"face">" [7,8,4] 32 6 true true false "<""/"face">"
"<"face">" [3,1,5] 64 3 true true false "<""/"face">"
"<"face">" [5,7,3] 64 3 true true false "<""/"face">"

" should be ignored . I add " to it because it's one of HTML tag:P
I did not export material right now.
Every day is a new day

MSN:qq343294964@hotmail.com

read 472 times
8/22/2010 8:37:00 PM (last edit: 8/22/2010 8:44:24 PM)
show user profile  advance-software
That's the basics - position & a triangle list.

You'll need vertex normals too & some additional code to export as XSG format XML.

Here's the equivalent XSG :

<?xml version="1.0"?>
<xsg version="0.98">

<scene>

<shader id="box">
<component id="constant">
<texture src="bricks.jpg"/>
</component>
</shader>

<node id="Box01">

<mesh>
<position>
-5 0 -5 -5 0 5 5 0 5 5 0 -5 -5 10 -5 5 10 -5 5 10 5 -5 10 5 -5 0 -5 5 0 -5 5 10 -5 -5 10 -5 5 0 -5 5 0 5 5 10 5 5 10 -5 5 0 5 -5 0 5 -5 10 5 5 10 5 -5 0 5 -5 0 -5 -5 10 -5 -5 10 5
</position>
<normal>
0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 -1 0 0 -1 0 0 -1 0 0 -1 1 0 0 1 0 0 1 0 0 1 0 0 0 0 1 0 0 1 0 0 1 0 0 1 -1 0 0 -1 0 0 -1 0 0 -1 0 0
</normal>
<texture>
1 0 1 1 0 1 0 0 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1 0 0 1 0 1 1 0 1
</texture>
<faces shader="box">
0 1 2 2 3 0 4 5 6 6 7 4 8 9 10 10 11 8 12 13 14 14 15 12 16 17 18 18 19 16 20 21 22 22 23 20
</faces>
</mesh>

</node>

</scene>

</xsg>




There's a bit more in the example above - a simple constant lit shader with one texture (optional).

Vertex normals are required for now, but I'll add support for auto-generated normals soon (shouldn't need them for a constant lit shader).

Note how XSG is more efficient than the format you've got there - you have multiple vertex & face tags which isn't optimal. We're on the same page though :)

The vertex/face counts are implicit, though we should allow them to be specified explicitly so the memory can be allocated in one go rather than growing arrays, which can be slow.


                       
<><> Infinity is coming ...


read 464 times
8/22/2010 8:41:33 PM (last edit: 8/22/2010 9:46:36 PM)
show user profile  Hua*MuLan~
Well , it seems not that difficult unless I really know the exact meaning of each tag.:P I mean I am not very familiar with some of the tags or attributes above.
Every day is a new day

MSN:qq343294964@hotmail.com

read 449 times
8/22/2010 8:52:52 PM (last edit: 8/22/2010 9:12:40 PM)
 
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