Learn how easy it is to sync an existing GitHub or Google Code repo to a SourceForge project!

## misfitmodel3d-help — General help discussion

You can subscribe to this list here.

 2004 2005 2006 2007 2009 2010 2011 Jan Feb Mar Apr May Jun Jul (1) Aug Sep Oct Nov Dec Jan Feb Mar Apr May Jun (3) Jul (3) Aug Sep Oct Nov Dec (2) Jan Feb Mar (9) Apr May Jun Jul (1) Aug (1) Sep Oct (1) Nov (8) Dec (8) Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov (2) Dec Jan Feb Mar Apr (5) May Jun (4) Jul Aug Sep Oct Nov Dec Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov (3) Dec Jan Feb Mar Apr (6) May Jun Jul Aug Sep Oct Nov (1) Dec

Showing results of 39

1 2 > >> (Page 1 of 2)
 [Misfitmodel3d-help] developing car with triangles, have to do shapes From: Luke Kenneth Casson Leighton - 2011-11-10 01:12:30 ```kevin, hi, i picked mm3d because it looked easy to use, and i've got a long long way with it, thanks to an attention span that would probably drive other people nuts :) http://lkcl.net/ev i really really do now have to start getting into "programming", now i know what the thing's going to look like: now, a friend pointed me at this: https://github.com/SolidCode/SolidPython but i would rather use mm3d. where can i start? i'd like to use python (clearly), to do a bezier-bounded "plate". in dimensions x-z i'd like to specify one bezier curve on the lower edge, another for the top edge, then specify a _list_ of bezier curves which define the y-z shapes from there. and of course a thickness. if you could kindly point me at, say, a python script which generates... ooo, a cube, let's say, then i can rapidly go from there, i'll deal with the rest. then i'll just programmatically experiment creating overlay after overlay on top of the hand-crafted model until i replace it all with bezier-bounded plates. anyone else know how to do this, greatly appreciated some pointers. l. ```
 Re: [Misfitmodel3d-help] QT question From: Vineet Singla - 2011-04-19 03:44:54 Attachments: Message as HTML ```Hello Kevin, Yes.It also striked me in the evening to try dev 1.3 version of misfit model. and whoaaaa, here we go. everything works so smoothly with qt 4.7 and mm3d 1.3.8. Thanks very very much to spare some time to reply to this thread. Regards, Vineet On Mon, Apr 18, 2011 at 9:58 PM, Kevin Worcester wrote: > I've often had problems with the .ui files when moving between Qt > versions. Have you tried the dev branch, 1.3.x? I thought I'd > converted the .ui files to Qt4 and removed all the Qt3 compatibility > widgets for 1.3; but it's possible the .ui files were never converted. > > If it's a minor change you might be able to get away with editing the > .ui file directly. It's text/xml. > > On Sun, Apr 17, 2011 at 7:45 PM, Vineet Singla > wrote: > > Hello everyone, > > Now here is another question. I hope this is not as stupid as the > previous > > one. > > i downloaded misfit model 3d 1.2.4 and was able to compile it > successfully > > in windows 7 (64 bit). > > but now I want to do some changes in th UI file but If I do the changes > in > > QT 4.7 and compile my program, it runs into huge errors. > > When i try to open any ui file (like e.g modelview.ui) in QT 4.7, it says > > following:- > > "This file was created using Designer from QT-3.3 and will be converted > to a > > new form by QT designer. The old form has not been touched, but you still > > have to save the form under a new name" > > I cannot even do a small change like modifying the width of any combo box > or > > text box in QT 4.7. My program no longer compiles successfully as long as > i > > save these changes. > > QT 3.3 is no longer supported, so can anyone please shed any pointers in > > this regard? > > Also, I read somewhere that I can buy licensed version of QT 3.3. I am > > willing to pay for it but what if after spending, I still couldnt do the > > changes in UI files using QT 3.3. will it surely work in QT 3.3? > > > > Thanks and Regards, > > Vineet > > > > > ------------------------------------------------------------------------------ > > Benefiting from Server Virtualization: Beyond Initial Workload > > Consolidation -- Increasing the use of server virtualization is a top > > priority.Virtualization can reduce costs, simplify management, and > improve > > application availability and disaster protection. Learn more about > boosting > > the value of server virtualization. http://p.sf.net/sfu/vmware-sfdev2dev > > _______________________________________________ > > Misfitmodel3d-help mailing list > > Misfitmodel3d-help@... > > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > > > > > ```
 Re: [Misfitmodel3d-help] QT question From: Kevin Worcester - 2011-04-19 03:03:21 ```I've often had problems with the .ui files when moving between Qt versions. Have you tried the dev branch, 1.3.x? I thought I'd converted the .ui files to Qt4 and removed all the Qt3 compatibility widgets for 1.3; but it's possible the .ui files were never converted. If it's a minor change you might be able to get away with editing the .ui file directly. It's text/xml. On Sun, Apr 17, 2011 at 7:45 PM, Vineet Singla wrote: > Hello everyone, > Now here is another question. I hope this is not as stupid as the previous > one. > i downloaded misfit model 3d 1.2.4 and was able to compile it successfully > in windows 7 (64 bit). > but now I want to do some changes in th UI file but If I do the changes in > QT 4.7 and compile my program, it runs into huge errors. > When i try to open any ui file (like e.g modelview.ui) in QT 4.7, it says > following:- > "This file was created using Designer from QT-3.3 and will be converted to a > new form by QT designer. The old form has not been touched, but you still > have to save the form under a new name" > I cannot even do a small change like modifying the width of any combo box or > text box in QT 4.7. My program no longer compiles successfully as long as i > save these changes. > QT 3.3 is no longer supported, so can anyone please shed any pointers in > this regard? > Also, I read somewhere that I can buy licensed version of QT 3.3. I am > willing to pay for it but what if after spending, I still couldnt do the > changes in UI files using QT 3.3. will it surely work in QT 3.3? > > Thanks and Regards, > Vineet > > ------------------------------------------------------------------------------ > Benefiting from Server Virtualization: Beyond Initial Workload > Consolidation -- Increasing the use of server virtualization is a top > priority.Virtualization can reduce costs, simplify management, and improve > application availability and disaster protection. Learn more about boosting > the value of server virtualization. http://p.sf.net/sfu/vmware-sfdev2dev > _______________________________________________ > Misfitmodel3d-help mailing list > Misfitmodel3d-help@... > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > > ```
 [Misfitmodel3d-help] QT Question From: Vineet Singla - 2011-04-18 16:59:40 Attachments: Message as HTML ```Hi Kevin, Can you please reply to my above query. I would be very grateful to you. I am really struck here and need some help and guidance. Regards, Vineet ```
 [Misfitmodel3d-help] QT question From: Vineet Singla - 2011-04-18 02:45:47 Attachments: Message as HTML ```Hello everyone, Now here is another question. I hope this is not as stupid as the previous one. i downloaded misfit model 3d 1.2.4 and was able to compile it successfully in windows 7 (64 bit). but now I want to do some changes in th UI file but If I do the changes in QT 4.7 and compile my program, it runs into huge errors. When i try to open any ui file (like e.g modelview.ui) in QT 4.7, it says following:- "This file was created using Designer from QT-3.3 and will be converted to a new form by QT designer. The old form has not been touched, but you still have to save the form under a new name" I cannot even do a small change like modifying the width of any combo box or text box in QT 4.7. My program no longer compiles successfully as long as i save these changes. QT 3.3 is no longer supported, so can anyone please shed any pointers in this regard? Also, I read somewhere that I can buy licensed version of QT 3.3. I am willing to pay for it but what if after spending, I still couldnt do the changes in UI files using QT 3.3. will it surely work in QT 3.3? Thanks and Regards, Vineet ```
 [Misfitmodel3d-help] Unable to build sourcecode in Windows XP 32 bit From: Vineet Singla - 2011-04-17 21:34:33 Attachments: Message as HTML ```Hello, Please discard my previous message. I was able to resolve the issue by including the string.h file. I am able to successfully build the code now in windows. Thanks, Vineet ```
 [Misfitmodel3d-help] Unable to build sourcecode in Windows XP 32 bit From: Vineet Singla - 2011-04-17 19:50:46 Attachments: Message as HTML ```Hello Kevin, I am trying build the source code in windows xp following the instructions in install.win32 file. But when I run the command "mingw32-make -f Makefile.mingw", I get the following error **************************************************************************************************************** src/libmm3d/undomgr.h: In member function 'void UndoList::setOpName(const char*) ': src/libmm3d/undomgr.h:42:46: error: 'strdup' was not declared in this scope mingw32-make: *** [src/libmm3d/bsptree.o] Error 1 **************************************************************************************************************** I have set the PATH variables for bin of QT and mingw. I even preceded the path of mingw before QT but with no luck. Any help would be really appreciated. Thanks, Vineet ```
 Re: [Misfitmodel3d-help] Opening files in .txt format From: Marco Bernardi - 2010-11-02 16:16:37 Attachments: Message as HTML ```My version is 1.2.0-Final , and there's no import option, just "new" "open" save" etc... Is there a more recent stable version that might have this feature in? ```
 Re: [Misfitmodel3d-help] Opening files in .txt format From: Kevin Worcester - 2010-11-02 15:38:51 ```I'm not sure what the state of the currently released Mac version is (I didn't build and don't have a Mac to test on). What version are you running? Is there an "Import" option? That may list *.txt files. On Tue, Nov 2, 2010 at 8:35 AM, Marco Bernardi wrote: > Dear MM3d users, > > I have installed Misfit Model 3D on mac. I have some simple models saved in > .txt format (sample file attached) that a colleague prepared using MM3d on > Linux. > For some reason, the mac version does not seem to open .txt files, and will > only let me open .mm3d and similar formats. > Do you know of any converter, or have any suggestions for working with .txt > files on MM3d for mac? > > Thank you. > Best, > Marco Bernardi > > ------------------------------------------------------------------------------ > Nokia and AT&T present the 2010 Calling All Innovators-North America contest > Create new apps & games for the Nokia N8 for consumers in  U.S. and Canada > \$10 million total in prizes - \$4M cash, 500 devices, nearly \$6M in marketing > Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store > http://p.sf.net/sfu/nokia-dev2dev > _______________________________________________ > Misfitmodel3d-help mailing list > Misfitmodel3d-help@... > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > > ```
 [Misfitmodel3d-help] Opening files in .txt format From: Marco Bernardi - 2010-11-02 15:36:02 Attachments: Message as HTML ```10.693666,9.243850,15.750263 0.693660,9.243850,15.750262 0.693660,0.098999,11.704064 0.693660,0.098999,11.704064 10.693660,0.098999,11.704064 10.693666,9.243850,15.750263 0.184899,11.770472,16.245392 12.492319,0.494513,11.313319 0.184899,0.494513,11.313319 0.184899,11.770472,16.245392 12.492319,11.770472,16.245392 12.492319,0.494513,11.313319 12.492319,16.702545,4.969433 0.184899,5.426586,0.037360 12.492319,5.426586,0.037360 12.492319,16.702545,4.969433 0.184899,16.702545,4.969433 0.184899,5.426586,0.037360 0.184899,0.494513,11.313319 0.184899,5.426586,0.037360 0.184899,11.770472,16.245392 0.184899,5.426586,0.037360 0.184899,16.702545,4.969433 0.184899,11.770472,16.245392 12.492319,5.426586,0.037360 12.492319,0.494513,11.313319 12.492319,16.702545,4.969433 12.492319,0.494513,11.313319 12.492319,11.770472,16.245392 12.492319,16.702545,4.969433 0.184899,16.702545,4.969433 12.492319,16.702545,4.969433 0.184899,11.770472,16.245392 12.492319,16.702545,4.969433 12.492319,11.770472,16.245392 0.184899,11.770472,16.245392 12.492319,5.426586,0.037360 0.184899,5.426586,0.037360 12.492319,0.494513,11.313319 0.184899,5.426586,0.037360 0.184899,0.494513,11.313319 12.492319,0.494513,11.313319 ```
 Re: [Misfitmodel3d-help] how to select vertexs exactly for skeletal animation ? From: Kevin Worcester - 2009-06-11 14:46:06 ```You can right-click to unselect the vertices. Sometimes you'll have to use two or more different viewports to get exactly the selection you want. And, just to be sure, you're using the "Select Vertex" tool and not something like "Select Faces"? 2009/6/10 thinkinginlife : > > as the on line help says , "To assign a bone joint as an influence for a > vertex (or point), first select the point..." > > but i every time i want to select the vertexs of leg, some of the vertexs of > ankle will also be selected , so , how to select vertexs exactly ? > > Thanks. > > > > ________________________________ > 网易全新推出企业邮箱 > ------------------------------------------------------------------------------ > Crystal Reports - New Free Runtime and 30 Day Trial > Check out the new simplified licensing option that enables unlimited > royalty-free distribution of the report engine for externally facing > server and web deployment. > http://p.sf.net/sfu/businessobjects > _______________________________________________ > Misfitmodel3d-help mailing list > Misfitmodel3d-help@... > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > > ```
 [Misfitmodel3d-help] how to select vertexs exactly for skeletal animation ? From: thinkinginlife - 2009-06-11 01:20:37 Attachments: Message as HTML ```as the on line help says , "To assign a bone joint as an influence for a vertex (or point), first select the point...." but i every time i want to select the vertexs of leg, some of the vertexs of ankle will also be selected , so , how to select vertexs exactly ? Thanks. ```
 Re: [Misfitmodel3d-help] misfit model 3d install problem.. From: Kevin Worcester - 2009-06-07 21:45:59 ```You need Qt4 for mm3d-1.3.8. Ubuntu provides a devel .deb package for Qt4. 2009/6/7 thinkinginlife : > Hi all, > I first compile qt3 in my ubuntu , and then try to install misfit > model 3d. > In ~/mm3d-1.3.8, when i run ./configure , i got this error: > .... > checking correct functioning of Qt installation......... cat: > bnv_qt_test.cpp: No sucp file or direcy > failure > configure: error : Failed to find matching components of a complete Qt > installtion Try using more options, see ./configure --help. > > After searching by google, i have no way to find out the proble, any > suggestion will be great appreciate. > > > > ________________________________ > 网易全新推出企业邮箱 > ------------------------------------------------------------------------------ > OpenSolaris 2009.06 is a cutting edge operating system for enterprises > looking to deploy the next generation of Solaris that includes the latest > innovations from Sun and the OpenSource community. Download a copy and > enjoy capabilities such as Networking, Storage and Virtualization. > Go to: http://p.sf.net/sfu/opensolaris-get > _______________________________________________ > Misfitmodel3d-help mailing list > Misfitmodel3d-help@... > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > > ```
 [Misfitmodel3d-help] misfit model 3d install problem.. From: thinkinginlife - 2009-06-07 15:52:57 Attachments: Message as HTML ```Hi all, I first compile qt3 in my ubuntu , and then try to install misfit model 3d. In ~/mm3d-1.3.8, when i run ./configure , i got this error: ... checking correct functioning of Qt installation......... cat: bnv_qt_test.cpp: No sucp file or direcy failure configure: error : Failed to find matching components of a complete Qt installtion Try using more options, see ./configure --help. After searching by google, i have no way to find out the proble, any suggestion will be great appreciate. ```
 Re: [Misfitmodel3d-help] ACTC Triangle Stripping Plugin From: Kevin Worcester - 2009-04-17 03:41:20 ```Also, for what it's worth I'd recommend using mm3d-1.3.8. It's fairly stable and has many feature improvements. On Thu, Apr 16, 2009 at 8:32 PM, Kevin Worcester wrote: > It looks like you are building in the correct directory. Did you > compile mm3d from source? The config.h file is generated by the > ./configure script. Try running the ./configure script in the > mm3d-1.2.4 directory, and make sure mm3d-1.2.4/config.h exists when it > is done. > > On Thu, Apr 16, 2009 at 6:23 AM, Tiago Oliveira wrote: >> I'm trying to compile this plugin, following the instructions on the site, >> but I get the folowing output on make: >> >> ---------------------------------------------------- >> tiago@...:~/Área de Trabalho/mm3d-1.2.4/plugins/actcstrip\$ make >> make -C actc libactc.a >> make[1]: Entering directory `/home/tiago/Área de >> Trabalho/mm3d-1.2.4/plugins/actcstrip/actc' >> cc -g    -c -o tc.o tc.c >> ar -rv libactc.a tc.o >> ar: creating libactc.a >> a - tc.o >> make[1]: Leaving directory `/home/tiago/Área de >> Trabalho/mm3d-1.2.4/plugins/actcstrip/actc' >> g++ -O2 -Wall -DMM3D_EDIT -I../.. -I../../src -I../../src/libmm3d >> -I../../src/mm3dcore -DPLUGIN -c actcstrip.cc >> In file included from ../../src/libmm3d/model.h:27, >>                  from actcstrip.cc:3: >> ../../src/libmm3d/glheaders.h:26:20: error: config.h: Ficheiro ou directoria >> inexistente >> In file included from ../../src/libmm3d/model.h:34, >>                  from actcstrip.cc:3: >> ../../src/libmm3d/undomgr.h: In destructor ‘virtual UndoList::~UndoList()’: >> ../../src/libmm3d/undomgr.h:38: error: ‘free’ was not declared in this scope >> ../../src/libmm3d/undomgr.h: In member function ‘void >> UndoList::setOpName(const char*)’: >> ../../src/libmm3d/undomgr.h:41: error: ‘free’ was not declared in this scope >> ../../src/libmm3d/undomgr.h:42: error: ‘strdup’ was not declared in this >> scope >> actcstrip.cc: In function ‘const char* plugin_mm3d_version()’: >> actcstrip.cc:615: error: ‘VERSION’ was not declared in this scope >> make: *** [actcstrip.o] Error 1 >> ---------------------------------------------------- >> >> Can someone help me to compile this right? Or give me the .so that should >> result from this... >> >> Thanks in advance >> Regards >> >> ------------------------------------------------------------------------------ >> Stay on top of everything new and different, both inside and >> around Java (TM) technology - register by April 22, and save >> \$200 on the JavaOne (SM) conference, June 2-5, 2009, San Francisco. >> 300 plus technical and hands-on sessions. Register today. >> Use priority code J9JMT32. http://p.sf.net/sfu/p >> _______________________________________________ >> Misfitmodel3d-help mailing list >> Misfitmodel3d-help@... >> https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help >> >> > ```
 Re: [Misfitmodel3d-help] How to move viewpoint From: Kevin Worcester - 2009-04-17 03:38:16 ```I'm not completely sure what you're asking, but I think the following information should cover it: If you want to pan the viewport you can use the arrow keys, the arrow buttons in the upper-right corner, or hold the middle mouse button and drag the viewport. If you're trying to change the depth of where the faces are drawn, you can't do that directly from a single viewport. You'll have to draw in two dimensions in one viewport and use another viewport from another direction to move or scale the geometry in the third dimension. Did one of those answers address your question? On Fri, Apr 10, 2009 at 1:07 AM, Kjeld Flarup wrote: > Hi > > While trying out misfit I encountered a simple problem, how do I move my > viewpoint & origin in the different views. > Eg when I look in the top and move the cursor I can see that the z > coordinate is 0, and if I draw something it is drawn with z=0 > But how do I change the value of z? > > Perhaps it is just that I'm a newbie to 3D tools I fail to find this > information. > > -- > -------------------- Med Liberalistiske Hilsner ---------------------- >  Civilingeniør, Kjeld Flarup - Mit sind er mere åbent end min tegnebog >  Forssavej 49, 7600 Struer, Tlf: 40 29 41 49 >  Den ikke akademiske hjemmeside for liberalismen - http://www.liberalismen.dk > > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by: > High Quality Requirements in a Collaborative Environment. > Download a free trial of Rational Requirements Composer Now! > http://p.sf.net/sfu/www-ibm-com > _______________________________________________ > Misfitmodel3d-help mailing list > Misfitmodel3d-help@... > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > ```
 Re: [Misfitmodel3d-help] ACTC Triangle Stripping Plugin From: Kevin Worcester - 2009-04-17 03:33:05 ```It looks like you are building in the correct directory. Did you compile mm3d from source? The config.h file is generated by the ./configure script. Try running the ./configure script in the mm3d-1.2.4 directory, and make sure mm3d-1.2.4/config.h exists when it is done. On Thu, Apr 16, 2009 at 6:23 AM, Tiago Oliveira wrote: > I'm trying to compile this plugin, following the instructions on the site, > but I get the folowing output on make: > > ---------------------------------------------------- > tiago@...:~/Área de Trabalho/mm3d-1.2.4/plugins/actcstrip\$ make > make -C actc libactc.a > make[1]: Entering directory `/home/tiago/Área de > Trabalho/mm3d-1.2.4/plugins/actcstrip/actc' > cc -g    -c -o tc.o tc.c > ar -rv libactc.a tc.o > ar: creating libactc.a > a - tc.o > make[1]: Leaving directory `/home/tiago/Área de > Trabalho/mm3d-1.2.4/plugins/actcstrip/actc' > g++ -O2 -Wall -DMM3D_EDIT -I../.. -I../../src -I../../src/libmm3d > -I../../src/mm3dcore -DPLUGIN -c actcstrip.cc > In file included from ../../src/libmm3d/model.h:27, >                  from actcstrip.cc:3: > ../../src/libmm3d/glheaders.h:26:20: error: config.h: Ficheiro ou directoria > inexistente > In file included from ../../src/libmm3d/model.h:34, >                  from actcstrip.cc:3: > ../../src/libmm3d/undomgr.h: In destructor ‘virtual UndoList::~UndoList()’: > ../../src/libmm3d/undomgr.h:38: error: ‘free’ was not declared in this scope > ../../src/libmm3d/undomgr.h: In member function ‘void > UndoList::setOpName(const char*)’: > ../../src/libmm3d/undomgr.h:41: error: ‘free’ was not declared in this scope > ../../src/libmm3d/undomgr.h:42: error: ‘strdup’ was not declared in this > scope > actcstrip.cc: In function ‘const char* plugin_mm3d_version()’: > actcstrip.cc:615: error: ‘VERSION’ was not declared in this scope > make: *** [actcstrip.o] Error 1 > ---------------------------------------------------- > > Can someone help me to compile this right? Or give me the .so that should > result from this... > > Thanks in advance > Regards > > ------------------------------------------------------------------------------ > Stay on top of everything new and different, both inside and > around Java (TM) technology - register by April 22, and save > \$200 on the JavaOne (SM) conference, June 2-5, 2009, San Francisco. > 300 plus technical and hands-on sessions. Register today. > Use priority code J9JMT32. http://p.sf.net/sfu/p > _______________________________________________ > Misfitmodel3d-help mailing list > Misfitmodel3d-help@... > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > > ```
 [Misfitmodel3d-help] ACTC Triangle Stripping Plugin From: Tiago Oliveira - 2009-04-16 13:23:33 Attachments: Message as HTML ```I'm trying to compile this plugin, following the instructions on the site, but I get the folowing output on make: ---------------------------------------------------- tiago@...:~/Área de Trabalho/mm3d-1.2.4/plugins/actcstrip\$ make make -C actc libactc.a make[1]: Entering directory `/home/tiago/Área de Trabalho/mm3d-1.2.4/plugins/actcstrip/actc' cc -g -c -o tc.o tc.c ar -rv libactc.a tc.o ar: creating libactc.a a - tc.o make[1]: Leaving directory `/home/tiago/Área de Trabalho/mm3d-1.2.4/plugins/actcstrip/actc' g++ -O2 -Wall -DMM3D_EDIT -I../.. -I../../src -I../../src/libmm3d -I../../src/mm3dcore -DPLUGIN -c actcstrip.cc In file included from ../../src/libmm3d/model.h:27, from actcstrip.cc:3: ../../src/libmm3d/glheaders.h:26:20: error: config.h: Ficheiro ou directoria inexistente In file included from ../../src/libmm3d/model.h:34, from actcstrip.cc:3: ../../src/libmm3d/undomgr.h: In destructor ‘virtual UndoList::~UndoList()’: ../../src/libmm3d/undomgr.h:38: error: ‘free’ was not declared in this scope ../../src/libmm3d/undomgr.h: In member function ‘void UndoList::setOpName(const char*)’: ../../src/libmm3d/undomgr.h:41: error: ‘free’ was not declared in this scope ../../src/libmm3d/undomgr.h:42: error: ‘strdup’ was not declared in this scope actcstrip.cc: In function ‘const char* plugin_mm3d_version()’: actcstrip.cc:615: error: ‘VERSION’ was not declared in this scope make: *** [actcstrip.o] Error 1 ---------------------------------------------------- Can someone help me to compile this right? Or give me the .so that should result from this... Thanks in advance Regards ```
 [Misfitmodel3d-help] How to move viewpoint From: Kjeld Flarup - 2009-04-10 08:08:12 ```Hi While trying out misfit I encountered a simple problem, how do I move my viewpoint & origin in the different views. Eg when I look in the top and move the cursor I can see that the z coordinate is 0, and if I draw something it is drawn with z=0 But how do I change the value of z? Perhaps it is just that I'm a newbie to 3D tools I fail to find this information. -- -------------------- Med Liberalistiske Hilsner ---------------------- Civilingeniør, Kjeld Flarup - Mit sind er mere åbent end min tegnebog Forssavej 49, 7600 Struer, Tlf: 40 29 41 49 Den ikke akademiske hjemmeside for liberalismen - http://www.liberalismen.dk ```
 Re: [Misfitmodel3d-help] which version of lua is required? From: Kevin Worcester - 2007-11-03 20:15:57 ```Apparently my gmail address wasn't subscribed to this list... resending... ---------- Forwarded message ---------- From: Kevin Worcester Date: Nov 3, 2007 1:13 PM Subject: Re: [Misfitmodel3d-help] which version of lua is required? To: naruto canada Cc: misfitmodel3d-help@... My recommendation is to not bother with Lua support, unless you've read the lua scripting docs on the website and think that you need it. Only a couple users in the last 3 years have had any reason to use it. Also note that Lua scripting support in MM3D is not actively maintained. If you still want lua support: MM3D should work with any 5.0 version of lua. I don't know of any reason why it wouldn't work with 5.1, but I haven't tried it. Make sure you build the shared libraries (Lua doesn't build them by default). In fact I think more recent versions of Lua don't even have build rules for shared libraries. For this reason, Lua support is disabled by default in MM3D. To turn it on at compile time you'll have to include some command line options to the ./configure script. See the lua options in the configure script for details: ./configure --help - Kevin On 11/3/07, naruto canada wrote: > hi > > which version of lua is required? thanks. > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Misfitmodel3d-help mailing list > Misfitmodel3d-help@... > https://lists.sourceforge.net/lists/listinfo/misfitmodel3d-help > ```
 [Misfitmodel3d-help] which version of lua is required? From: naruto canada - 2007-11-03 17:26:25 ```hi which version of lua is required? thanks. ```
 Re: [Misfitmodel3d-help] Loading skeletal anim data From: Kevin Worcester - 2006-03-31 05:23:58 ```> This really stumps me - because I can load a 1.2 model just fine, > but a 1.01 model that has had its animation edited in 1.2 still goes > haywire. It simply animates around the wrong axii, and around the wrong > number of axii at that. (It is a simple walk animation - anything to do > with the legs should only animate around the x-axis, but it animates > around both x and y. This is acording to the data as I parsed it in the > .mm3d file.) I guess I'll just give up on this, and remodel in 1.2 - sinc= e > that works for me. <:) One thing to note, I remember having issues with animations coming out screwy in circumstances where both the Z and X rotations were greater than 90 degrees, basically doing some on-the-fly normalization. That may be correcting the problem you're seeing. Take a look at the absolute values of your X and Z roations. If both are greater than 90 degrees, see the "TODO" comments in setCurrentAnimationTime in model_anim.cpp, and try something similar. That may not the problem, but that's the next thing I'd check. - Kevin ```
 Re: [Misfitmodel3d-help] Loading skeletal anim data From: Filip Joelsson - 2006-03-30 00:42:29 ```On Sat, 25 Mar 2006, Kevin Worcester wrote: > I would say that really depends on what the animation is for. If > you're starting the animation from an unanimated pose, then you'd > probably start with an assumed keyframe with zero translation and zero > rotation (modified by the joint's unanimated rotation and translation, > of course). If the model is intended to always animate in an infinite > loop in the same animation, then you'd probably interpolate between > the last keyframe in the animation and the first keyframe in the > animation. > > An alternative is to explicitly set a starting and ending > rotation/translation for each joint--that would remove the ambiguity. > The advantage of not doing it this way is that you could in theory > interpolate when you transition between two different animations > rather than just in the case of looping. > > It really depends on the application and how the animation was created. Yes, well I'm making a game - and at least initially I want to do as little on-the-fly calculation as possible. So I'm going for looping animations and transition animations. When/if I get more models - it'll probably be worth my while to make the thing a bit more dynamic, but I really need to get a demo together now - so I'll stick with this solution. :) > Looking back at the change log there were some joint rotation bug > fixes during the 1.0 beta releases (beta1, beta4, and final). I don't > recall any joint rotation changes after 1.0 final and briefly scanning > the change log didn't bring any to my attention. Of course, that isn't > a gaurantee. > > Out of curiousity, do later versions of mm3d play the early model > animations correctly? It does. This really stumps me - because I can load a 1.2 model just fine, but a 1.01 model that has had its animation edited in 1.2 still goes haywire. It simply animates around the wrong axii, and around the wrong number of axii at that. (It is a simple walk animation - anything to do with the legs should only animate around the x-axis, but it animates around both x and y. This is acording to the data as I parsed it in the .mm3d file.) I guess I'll just give up on this, and remodel in 1.2 - since that works for me. <:) Anyway, thanks for your help! Cheers! /Filip ```
 Re: [Misfitmodel3d-help] Loading skeletal anim data From: Kevin Worcester - 2006-03-26 05:45:06 ```> Well - the problem I have is with the first frame. If no rotation is give= n > for a joint in the first frame, is it supposed to just inherit its parent= , > or should it interpolate between the last frame and the next frame > (assuming looping)? And for joints who does not get any rotation value > during the animation? I would say that really depends on what the animation is for. If you're starting the animation from an unanimated pose, then you'd probably start with an assumed keyframe with zero translation and zero rotation (modified by the joint's unanimated rotation and translation, of course). If the model is intended to always animate in an infinite loop in the same animation, then you'd probably interpolate between the last keyframe in the animation and the first keyframe in the animation. An alternative is to explicitly set a starting and ending rotation/translation for each joint--that would remove the ambiguity. The advantage of not doing it this way is that you could in theory interpolate when you transition between two different animations rather than just in the case of looping. It really depends on the application and how the animation was created. > Also, I have different problems depending on which version of mm3d > originally created the animation. Animations originally created with > mm3d-1.0 do the strangest things (I believe this depends partly on the > fact that the joints are heavily rotated on load of the skeleton, but > I'm not sure.) Some of the artifacts I get make it seem as if I have > suffered from a gimbal lock induced error (legs that rotate around the > y-axis instead of the x-axis). Oh well. Looking back at the change log there were some joint rotation bug fixes during the 1.0 beta releases (beta1, beta4, and final). I don't recall any joint rotation changes after 1.0 final and briefly scanning the change log didn't bring any to my attention. Of course, that isn't a gaurantee. Out of curiousity, do later versions of mm3d play the early model animations correctly? On 3/25/06, Filip Joelsson wrote: > > > On Tue, 21 Mar 2006, Kevin Worcester wrote: > > >> AFAICT, for a joint, each frame's rotation is not relative to the prev= ious > >> frame. But what is it relative to? > > > > I had to look it up to be sure (setCurrentAnimationTime)... Each > > keyframe is relative to the original position of the joint. So if > > frame 3 is 25 degrees and frame 5 is 35 degrees, the total rotation > > relative to the original orientation at keyframe 5 is 35 degrees. > > Ok, it seems I've got this part working now. > > >> stance (unanimated model)? And if no data is given for a joint in a fr= ame > >> - does that mean I should keep rotation from the last time it was give= n? > > > > Keyframes should be interpolated between each explicitly set value (so > > in the example above, the rotation in frame 4 would be 30 degrees). > > Right. > > > The end of the animation is a special case that you'll need to handle > > in whatever way makes the most sense for your application. In MM3D, if > > the animation is set to loop interpolation wraps back to the first > > explicitly set keyframe for that joint in the animation. If the > > animation is not looping, the last explicitly set keyframe is the > > final translation or rotation for the joint. > > Well - the problem I have is with the first frame. If no rotation is give= n > for a joint in the first frame, is it supposed to just inherit its parent= , > or should it interpolate between the last frame and the next frame > (assuming looping)? And for joints who does not get any rotation value > during the animation? > > Also, I have different problems depending on which version of mm3d > originally created the animation. Animations originally created with > mm3d-1.0 do the strangest things (I believe this depends partly on the > fact that the joints are heavily rotated on load of the skeleton, but > I'm not sure.) Some of the artifacts I get make it seem as if I have > suffered from a gimbal lock induced error (legs that rotate around the > y-axis instead of the x-axis). Oh well. > > Cheers! > /Filip > ```
 Re: [Misfitmodel3d-help] Loading skeletal anim data From: Filip Joelsson - 2006-03-25 19:35:19 ```On Tue, 21 Mar 2006, Kevin Worcester wrote: >> AFAICT, for a joint, each frame's rotation is not relative to the previous >> frame. But what is it relative to? > > I had to look it up to be sure (setCurrentAnimationTime)... Each > keyframe is relative to the original position of the joint. So if > frame 3 is 25 degrees and frame 5 is 35 degrees, the total rotation > relative to the original orientation at keyframe 5 is 35 degrees. Ok, it seems I've got this part working now. >> stance (unanimated model)? And if no data is given for a joint in a frame >> - does that mean I should keep rotation from the last time it was given? > > Keyframes should be interpolated between each explicitly set value (so > in the example above, the rotation in frame 4 would be 30 degrees). Right. > The end of the animation is a special case that you'll need to handle > in whatever way makes the most sense for your application. In MM3D, if > the animation is set to loop interpolation wraps back to the first > explicitly set keyframe for that joint in the animation. If the > animation is not looping, the last explicitly set keyframe is the > final translation or rotation for the joint. Well - the problem I have is with the first frame. If no rotation is given for a joint in the first frame, is it supposed to just inherit its parent, or should it interpolate between the last frame and the next frame (assuming looping)? And for joints who does not get any rotation value during the animation? Also, I have different problems depending on which version of mm3d originally created the animation. Animations originally created with mm3d-1.0 do the strangest things (I believe this depends partly on the fact that the joints are heavily rotated on load of the skeleton, but I'm not sure.) Some of the artifacts I get make it seem as if I have suffered from a gimbal lock induced error (legs that rotate around the y-axis instead of the x-axis). Oh well. Cheers! /Filip ```
19 messages has been excluded from this view by a project administrator.

Showing results of 39

1 2 > >> (Page 1 of 2)