hey
i have some questions about awd2-format:
- any news about a c4d awd2-exporter plugin ?
- is the awd2-format still under development ?
- is the awd2-format capeable of storeing blendshapes/morphtargets ?
c4d awd2 exporterSoftware: Away3D 4.x |
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80prozent, Sr. Member
Posted: 25 July 2011 03:42 PM Total Posts: 430 hey i have some questions about awd2-format: - any news about a c4d awd2-exporter plugin ? - is the awd2-format still under development ? - is the awd2-format capeable of storeing blendshapes/morphtargets ? |
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Richard Olsson, Administrator
Posted: 25 July 2011 07:21 PM Total Posts: 1192 [ # 1 ] No plans for a C4D exporter right now. There was a contributor offering to help with this, but as I haven’t spoken to him in quite a while I can’t promise that it will happen until later in the year, or even early next year. The AWD2 format is still in development, but it’s approaching final 2.0 version rapidly. From there it will most likely evolve rather quickly through the first couple of dot-releases, 2.1 and 2.2 during the last months of this year and first half of next. With that said, people are already using it so it does work. It’s just not yet guaranteed not to change, which means that your models might still break with an update to the format. The main feature that is planned for 2.0 but still missing is shading support in materials, and I’m working on that as we speak. AWD 2.0 will not support morph target animation. Expect it in 2.1 or 2.2. The initial 2.0 version does however support skeletal animation and UV animation. |
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George Profenza, Newbie
Posted: 25 July 2011 09:09 PM Total Posts: 3 [ # 2 ] Hi, @80prozent Regarding morph target animation, I’ve managed to export morphs from C4D R11.5 and recreate them in Blender 2.49. The API changed slightly in C4D, but the core is the same. Hopefully by the time morph target animation is part of AWD 2.x my exporter script will be ready. |
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Richard Olsson, Administrator
Posted: 25 July 2011 09:13 PM Total Posts: 1192 [ # 3 ] I just want to clarify that I never meant to imply that George was a bad contributor. On the contrary I do not want to take the work of any of your contributors for granted, which is why I didn’t want to promise anything without first talking to George. @80prozent: |
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80prozent, Sr. Member
Posted: 26 July 2011 11:10 AM Total Posts: 430 [ # 4 ] thanx for the infos. i can wait for blendshape to be implemented in awd2.1 or later, but there are a lot of other c4d specific things i also would like to import over to away. (for example xpresso-connections, modifier and cloner objects) ive started to write some phyton script myself, that lets me export c4d objects into a xml-file, but since i got to focus on my daytimejob (not 3d-related) i am only making slow progress. @george: are you planning on building a c4d-awd2 importer too? i would really love to be able to export a rigged-model to away3d, create some animation-data in actionscript and export it with new animationdata back to c4d to use it in high-qualitiy renderings.
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Fab4ce, Jr. Member
Posted: 29 July 2011 07:25 AM Total Posts: 44 [ # 5 ] Here´s another guy observing the development of AWD2 for C4D. I thought it is for sure that there will be an exporter on final release 4.0?!? For me it would be enough to have a stable export format that does support skeletal animation and UV animation….aaah..even without animation. (The obj and dae export for 3.x were really crappy) |
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George Profenza, Newbie
Posted: 31 July 2011 12:22 PM Total Posts: 3 [ # 6 ] @80prozent
import c4d You’ll probably need to loop through different nested objects depending on your setup, but it shouldn’t be too difficult. As I mentioned earlier I’m not doing great with spare time lately, but hopefully I could help here and there when I have a chance. I haven’t thought about an c4d-awd importer yet, though it would be nice. Need to get the basics out of the door first, then carry on. @Fab4ce |
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80prozent, Sr. Member
Posted: 31 July 2011 01:09 PM Total Posts: 430 [ # 7 ] @george: thank for infos. i decided to do some further work on my own exporter. i couldnt figure out how to read the points of a morph-target in c4d (seems not to be supported by py4d), so to be exported, a morph-target needs to be stored as a mesh, placed as a children of the mesh it should affect and needs to be named with the ending “_shape”. the next things i am going to implement: point selections this far i didnt care about file-size at all. I just read the c4d-Objects and store the data into xml. this is my first python-script, so its a lot easier for me to reorganize/compress the data in as3 and export again. |
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George Profenza, Newbie
Posted: 31 July 2011 02:27 PM Total Posts: 3 [ # 8 ] @80prozent In short, for each morph: store the slider values, set it to 1, get the vertices, restore slider value and continue fetching the timeline/track values. This worked for basic setups. HTH, |
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80prozent, Sr. Member
Posted: 31 July 2011 05:41 PM Total Posts: 430 [ # 9 ] @george: i understand the solution for getting the morph targets, but since i really just started with python, i think i am going to stick with my dirty “store morph in mesh”-method. I will give it a try after i have finished implementing stuff like cameras and lights. i got to do some other stuff right now, but i am trying to get a rough c4d to away3d solution for rigged objects asap. |
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Fab4ce, Jr. Member
Posted: 01 August 2011 09:43 AM Total Posts: 44 [ # 10 ] Which way would you guys recommend exporting a mesh with texture at current state, right now? I mean, did you try any pipeline like C4D -> Maya -> AWD2 -> Away3D ? The DAE format is not supported right now and with the OBJ from C4D i have no luck… mesh is there but texture doesn´t appear in Away 4.x. |
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80prozent, Sr. Member
Posted: 01 August 2011 02:59 PM Total Posts: 430 [ # 11 ] when the first examples of away3d 4 were released, i could export a textured mesh from c4d as obj, but with the latest source, it throughs errors. i think going from c4d to maya (maybe via fbx) and than to obj should work. i do not have 3dsmax or maya, so i cant tell you for shure. if you are using c4d r11 you could try exporting via “Riptide Pro Plugin”. hope that helps |
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80prozent, Sr. Member
Posted: 13 August 2011 04:16 PM Total Posts: 430 [ # 12 ] a quick update on my c4d to xml to away3d stuff: i managed to export and import in away3d: - scene hirarchy (no double names allowed) still applying the skeletonanimation to the mesh is not working for me… by copying some of georges c4d-collada-export-script i managed to export morphshapes too. working on the morphtag export i realized how powerfull c4ds morphtag is. it stores point, position, rotation, scaling, uv, parameter and mapping (weight-maps and vertex-maps) state of an object and even its whole child-hirarchy. i definitly will give it a go, but exporting morphtags that control a whole hirachy of meshes (that possible could have their own morphtags too) is quite a task…. hope i can show some results soon…
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