Deep Limb Sensation
Monday, April 24, 2006
Dima was up at 5:30, setting the alarm clock makes absolutelly no sense in this house. Instead of fixing the exporter on a train, I modelled a nice squid with one eye and somewhat resembling the clay animation texture.
This morning Pierre had 15 min presentation of the Deep Limb Sensation (which is the new (working?) title of the project) for V2_ people. He made all bits fall into places and click. He already had like four different models prepared with textures but without animations, we had a quick run through the export process, discovering new peculiarities as we went. We had a bit of a planning after, but ended up quite vague, because I was involved. I’ll think more planningwise on Wednesday.
Apparently next Monday we’ll go to the i-Space to sort out the openal finally. The new plan is to have sound integrated into deepsea, if we manage to get openal work on the prism.
I made a subversion account for Pierre and he imported the models into the repo. Along the way closed one labdev administration ticket.
I made deepsea build on a mac so i could continue to work on it on a train, could have caused some minor disturbances on linux, i will fix them tomorrow if necessary.
I also made one of Pierre’s limbs into mesh and recreated the vertex groups more accurately and had a look at what’s going on during export. as a result i came up with the new, final instructions on making a skeleton for the limb (formatting might get hosed in the mail, sorry, i’ll put this up on my blog as well):
- premise: instead of trying to code around a lot of things, we’ll satisfy the
exporter’s assumptions:
- skeleton should NEVER be rotated / moved about in object mode: the script assumes that its transform is identity
- instead transform it in edit mode (Tab)
- a trick: to rotate the whole skeleton about the origin, place cursor at origin (e.g. in object mode select skeleton, Shit+S, cursor->selection, Tab, A [select all bones]), and rotation around the cursor mode (. key).
- to convert existing models’ skeletons:
- select the skeleton, Ctrl+A (apply Size/Rotation). this may throw skeleton to some unexpected place and hence distort the model, don’t worry:
- select the mesh and move it around until it is aligned with the skeleton and looks OK (apparently mesh may have non-identity transform making our life somewhat easier)
- select skeleton again and Alt+G, Alt+R, Alt+S (clear translation, rotation, scale of the skeleton, it may jump again, but this time mesh should follow)
- because we want to avoid realigning the coordinates, we’ll reposition the camera. it’s new transform (select camera, ‘n’, enter values: Loc: all 0, Rot: all 0, Size: all 1.0)
- once the camera is positioned move the mesh where you want to see it in ‘deepsea’ [to make the following step easier I move the mesh with Ctrl and watch the numbers in the lower left corner of the screen, I need to remember the last ones]
- then select the skeleton, enter edit mode (Tab), select all bones and move them in place. [if you followed my example you can hold Ctrl and make sure you move the bones to the same vector]
- following this frustrating procedure will result in correct positioning of the limb in the ‘deepsea’
- NB: I figured out that you don’t have to jump to the first frame before exporting, but you do need to have one 3d view open (what i do is I split screen, select “3D view” in one window and “Scripts window” in the other, after that selecting “File > Export > Cal3d” reuses scripts window and the 3d window remains open.
Tomorrow:
Sort out textures export - didn’t succeed on a train at all.




