Kineme3d model translation

braunkevin's picture

I'd like to get .obj or .3ds models into QC. Do you run Kineme3d to convert the models one-time into some format QC accepts, or does Kineme3d act as a translator that you have to use forever with that model.

Thank you.

cwright's picture
Re: Kineme3d model translation

QC accepts exactly 0 3d formats, so kineme3d cannot "translate" into a format that QC accepts. It must be used until you can find a replacement object loader.

Just a hint: Don't use OBJ -- it's slow when loading.

braunkevin's picture
Re: Kineme3d model translation

Thank you. So I understand, as long as I wanted to use my model, say a company logo in QC, I'd have to keep the Kineme3d patch or plug-in on my mac?

KB

cwright's picture
Re: Kineme3d model translation

yep, for at least the duration of Leopard. Might change in Snow Leopard.

usefuldesign.au's picture
Re: Kineme3d model translation

Interesting comment

muqeem's picture
Re: Kineme3d model translation

Hi, Any stand alone application to transfer obj or maya file to 3ds?, please

how do I take out the specularity and my texture more like face, I mean human face.

thanks a lot, as I was using obj, it is taken lot so time and freeze. So now I have to convert this to 3ds somehow and import it. But I am afraid, I will have another challenge where texture will be specular, not diffused, any hint please?

thanks muqeem

cwright's picture
Re: Kineme3d model translation

specularity is controlled by the Lighting patch in QC -- it's not controlled by the texture (unless you're doing specularity mapping with GLSL, which I doubt).

I recommend using FBX (there's a tool from autodesk to convert objs and 3ds and other files to FBX) for Kineme3D -- it's well supported, and doesn't freeze/take very long to load, unlike OBJ.

muqeem's picture
Re: Kineme3d model translation

Thanks a lot, FBX is really fast and loaded right a way, thanks for the advise.

But my problem is still there, I do not see the texture that I assign on my 3D face model in Maya. Should I bring the texture file and use some other patched to assign texture back to my 3D fac model? How do I control the UVs, then. Is there a way I do not need to worry about the texture UV and it uploads itself to the right places. Will it retains transparency too?

I am using, kineme3D loader - Keneme renderer under trackball and lighting.

Please see the attached image file.

thank you so much regards Muqeem

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muqeem's picture
Re: Kineme3d model translation

I solved it, I had to backed the texture from Maya and then apply it using Image Loader. beside I could see a little seem between to separate images, it looks good. May be I should try 3ds import rather obj or fbx. 3ds, may be keeping the texture information within one file.

but I am loving it, I could do something interesting now, thank you and thank you Kineme for such amazing developments, I have to learn OpenCV patch, any idea where can I see some examples or tutorials......, thanks a lot, muqeem

cwright's picture
Re: Kineme3d model translation

Kineme3D Does Not load textures. It loads UV coords, but using an image loader or an image importer is the only way to texture objects. It also does not load per-vertex color information. So if the texture is transparent, and your blend mode is set correctly, you'll preserve opacity, but otherwise you won't. It also Does Not draw model polys back-to-front (required for transparency to work correctly in all orientations) because that would severely harm performance, so fancy alpha isn't likely to work ever.

muqeem's picture
Re: Kineme3d model translation

thanks for the info, really helped. One last question, please, How do I change the pivot on the loaded model, is there a way? I have changed the pivot before I import into QC, but pivot point came back to the same location. What is the function of center pivot patch. I am trying to dislocate the pivot point so I can match the marker to the face that I am importing. thanks a lot. muqeem

gtoledo3's picture
Re: Kineme3d model translation

Muqueem, from what I'm understanding you to ask about... I don't think there is a way to change or use pivot point in Kineme3D, but you can put the object (or part of the object) inside of a 3d transformation and change either the x, y , or z origin point, and it should be able to accomplish a pivot effect.

muqeem's picture
Re: Kineme3d model translation

Yes, you were right, thank you so much, it is much more fun.

thank you muqeem PS. I need to learn about OpenCV patch, are there some examples somewhere? any example patches? thanks