Render in Image and Iterator in Kineme 3D Object Rendered

drone's picture

Hi community.

I recently started to learn QC for Vjing purposes, this forum is for me a great source of knowledge, thank you to all of you!

I attached a file with a patch I did with kineme 3d. Just a simple mesh from a dae file with a couple of effects and audio reaction.

The point is about the containers. I organize my qc "pipeline" in the following way:

Clear Patch with Trackball
   3D Transformation
      Replicate in Space
         All the other patches (3d Object loader and render// Audio Input // 3d Noise etc..

I'm wondering how create a container to all this witch it could output a image to keep adding more effects. How can I do it? Render in image? I saw in some of the compositions shared in the forum a patch called iterator witch contains other patches, but I can`t find it in the library!, I just find a iterator in a black box, not blue...

I guess I need some lessons about qc compositions structure...

All help will be appreciated!


Position of 3D model components

jrs's picture

Hi All,

Does anyone know how to get the position of an object in a 3d model? Its an fbx model with multiple components and I'd like to know the offset of each object. Kineme 3D has the "object center" patch which seems to be able to access this offset and recenter it but I'd like to access it from within the composition.

Is this doable or a feature request?

Cheers James

Optimising 3d objects for use in QC

monobrau's picture

Hi all!

I'm hoping to get some tips for the development of a game installation involving intensive use of 3d models. I've never worked very much with 3d/kineme3d in QC so here goes:

  • What's the best format to use, considering fast loading speeds and the use of multiple models at the same time?
  • Is md2 the only format supporting model animation (trough blending)?
  • Is animating a model trough an md2 model/blending the best way, or would it be better to import each individual element (arms etc.) and animate these within QC, considering CPU/GPU loads?

The 3d objects are made by another 3d artist, are there any rules or specific things he should stick to? I've browsed around the forum and read that for animating objects there should be the same number of faces/vertex in every object. Are there more things to consider that would make it easier for me to import the models with textures in QC?


K3D rotation bugs

Somewhere along the line, kineme switched whatever it's using for the model loader library. From that point on, tons of models changed rotation and size values, rendering hundreds of compositions of mine as restoring incorrectly when people open them now, with no kind of prompt for the user, but also rendering the older compositions pretty much useless unless one does major re-edits.

Is there some kind of way of having old versions of the patch, concurrent with whatever the new library is? Is there something you guys could do to tag stuff, ala gl tools "deprecated patch" functionality? Short of that, which was the last version that had the old rotation and sizes? I know this has been like this for awhile, but in looking at a lot of old compositions today, I'm realizing how unfortunate it is for none of them to restore correctly.

Kineme3d model import breaking

UnexpectedGirl's picture

I'm new to Kineme and haven't used Quartz in a while so I am a bit rusty.

I'm using the Kineme3D plugin.

I'm trying to import 3d models (in pretty much any format, I've tried a whole lot) for use with the AR Toolkit.

I can get the sample .fbx files and their corresponding textures to import fine, but when I try and bring in other models they break? In other words if I bring in a model of a game character it only brings in certain parts of the body.

Is this because the models aren't all one piece? Is there any way to bring them in otherwise i.e do I need to convert them in 3d software or its there another program I can use? I've tried the Autodesk FBX converter already and this hasn't made much difference.

You can see the results in the images - the first is the standard model, the second is a model imported into QC. I haven't applied a texture to the second model yet although the first image has the relevant texture.

Any help would be greatly appreciated.