collada "just vertex" example model?/multi-lane struct question

gtoledo3's picture

Kinda OT:

Does anyone have a collada model example that they can share, that has only vertex info present; no normal, uv, tex coords, etc? Is that supported? Before I try to put one together, I figured I would ask.

Also, does anyone have any thoughts on the most direct/performant way to strip a given lane out of a multi-lane structure, "in QC"? So, if it was a float4 of coord data, to strip out the "w" lane, or the x, y, or z, etc., and output float3? I admittedly haven't given it much thought yet... wondering if anyone has crossed that bridge before.

Collada Texture Noob

Kaoss's picture

Having issues importing a Collada (.dae) file into Quartz composer. I have done exactly as the following video made by god/man/beast Vade describes but it's not quite working. The Collada object (created in sketchup) appears but completely white without the textures. I am a total noob so any advice is appreciated

Fireflies - How Would I Make this in Kineme?

epochapex's picture

Hi there,

I am pretty new to QC and Kineme. It's overwhleming to find a starting point. So I figured I'd try to recreate something I made in Flash/PV3D.

How would I make something like this in QC?

(It's basically a set of point rotating with a firefly attached to each. The 3d coords are converted to 2d coords, where the fireflies are attached to the converted coords. A function randomizes the targets and picks one to enlarge/shrink, then repeats.)

OpenCL Sculpt (Composition by gtoledo3)

Author: gtoledo3
License: (Other — see description)
Date: 2010.07.19
Compatibility: 10.6
Required plugins:

This composition is a demo that shows how to setup an interactive sculpt method with the Apple Mesh engine in Snow Leopard.

Shoutout to cwright for a question he answered a long time ago (hmm, 2 years? Time flies...) where the resolution was to take a Kineme3D warp and sample the output with a sample and hold before the renderer, so that a gravity warp would freeze on mouse up, and clear on mouse down.

After that lingered in my mind, I realized I could setup a feedback/multiplexer loop that would allow one to do a type of additive sculpting that wouldn't clear the sample and hold data every time a mouse down event occurred, but additionally clear it if I wished with a secondary mouse button.

A recent discussion about pushing around vertices in OpenCL led me to whip this up, since I was pretty sure the routine could be applied to OpenCL just as easily.

So, this uses that kind of sample and hold based feedback loop with multiplexers to allow one to use a mesh filter in a way that adds the results of deformation to the resulting mesh with each push/pull motion. This is very similar to some sculpting and vertex push functions in modeling programs.

Rev History- .01- Slight tweak to improve clearing mesh filter effect.

Mesh Lab

gtoledo3's picture

What I'm finding to be really useful:

-Straightforward conversion between many 3d file types, particularly 3ds, obj, and collada, but having OFF, DXF and some of the others has proven useful as well.

-A decent smoothing tool that's speedy and barely makes the file larger/more complex.

-Surface reconstruction from points (so it can take some more obscure data types).

-Tools to automatically clean up models - remove duplicate faces, inner faces that are unneeded, hole filling, etc.

-Really quick texturing/paint on mesh tools.

It's not extremely full featured, but what it does, it does solidly and I haven't encountered any problems with it. The fact that it's free and open source is a plus too.