Kineme3D Limits?

photonal's picture

I've been having a few problems with Kineme3D recently (Beta 1.2) - some models just don't load into Kineme3D - the spinning ball of death appears and I give up loading it.

Are there any guidelines as to what I can reasonable expect to be able to load into Kineme3D? Model size / Complexity etc?

Thanks in advance!

cybero's picture
Re: Kineme3D Limits?

It isn't simply a matter of the Mb of the file size, it is however far more to do with the underlying complexity of the file used, number of points, etc.

Although the latest 3D update might have addressed this, generally speaking .obj are found to be the likeliest offender, probably because it can accommodate over 65000 points, which seems to be the rough and ready break off point that I have come across, having to whittle down to size the otherwise overwhelmingly large 3d object.

You might find that normalizing the 3d object on the 3d loader patch might improve matters.

Just my rough and ready two cents for you.

Oh, and I find the Autodesk SDK convertor program to be indispensable and that .fbx files exported from that utility usually are smaller and faster loading than the original file format version of the same model.

cwright's picture
Re: Kineme3D Limits?

Like cybero said, it's a matter of formats, and load options. Smoothing can take a while (and can crash in certain cases, looking into that). Simplifying can take a while. OBJ is very slow. 3DS is sorta slow. FBX is fast, MD2 is extremely fast. DAE usually doesn't work, and I've only loaded one or two DXFs, so I'm not sure if they're fast or slow (probably about the same as 3DS?)

gtoledo3's picture
Re: Kineme3D Limits?

... that's interesting... they get bigger for me often, but they are always faster (because of how the loader/renderer works).

That crash that Chris mentions below... I think it has something to do with the simplify and smooth setting on the loader, and what else is between that and the renderer. I was having something finicky happen with that, but can't remember the exact way to make it crash.

BTW... not getting post updates via email for the past couple of days...

I've downloaded some enormous models (like... a gig), and while I may wait forever and get crappy performance one it finally loads, I've never had model size be the thing that crashes QC. If you are getting crashes, it could be a rogue model... or maybe make sure to check that simplify button off and see if that makes a difference.

In general, for some reason I always keep 20mb in my mind, and try not to exceed that for any hope of good real-time performance.

dust's picture
Re: Kineme3D Limits?

i know i pushed the limits lately of the 3d and defiantly less is more. you should try some of the files in the recent thread urchin or bent ribbon they are optimized and tested to be known working with kineme 3d. i know my thread with blend shapes i made the models with way to many subdivisions which ultimately hurt the performance of the piece that was really for my own amusement but you can check that thread if you want to see the difference between .obj and .fbx loading times. maybe some more specific information of what 3d programs you are using or formats you are trying to use with kineme 3d ??? there are definitely some limitations with kineme 3d but the limitations do not out weigh some of the cool things you can do with it like get your models into qc without having to write parametric code but you also have the parametric render for procedural modeling as well as glsl etc... i have been getting the spinning wheel of death with kineme gl tools lately don't know why. some times you cant see your model becaus it is way to big and you are inside of it or you don't have a texture mapped to it so you might want to try dropping the scale down to .1 and attaching a picture or your video to a model to test.