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| ldc.camera.setThirdPerson API |
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Posted by: David Manley - 2021-08-31, 9:20 - Forum: LDraw Editors and Viewers
- Replies (2)
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(Probably for Roland but if someone else has worked this out, please chip in).
Context:
I'm trying to write a (Lua) animation script which will rotate the 3rd person view camera around the Y axis starting at the current view, rather than the start point used in the sample script. From the sample scripts, I can see the purpose of the first two arguments (helped by the description in LD4Studio documentation) but I'm struggling to understand the purpose next 3 angle (?) related arguments. The sample script in the function OnCameraFrame ...
Code: function onCameraFrame()
--Rotate a 3rd person camera around the center of the model.
local ani=ldc.animation.getCurrent()
local angle=ani:getFrameTime()/ani:getLength()*360
local cam=ldc.camera()
cam:setThirdPerson(camPos, camDist, angle+45, 25, 0)
cam:apply(0)
end
... is applying an appropriate angle change to the third parameter. From playing around a bit, it seems that parameters three, four and five are related to a x, y, z coordinate. But even though the code applies the angle delta to the X value (I think), the camera appears to rotate around the Y axis. And that confuses me as I would have though that to rotate the camera around the Y axis would have required the angle delta to be applied to the y coordinate.
I'd appreciate it if someone could clear up my misunderstanding.
Regards,
David
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| [SOLVED!] coordinate-handedness confusion |
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Posted by: KristyB - 2021-08-28, 12:31 - Forum: Rendering Techniques
- Replies (14)
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What coordinate system do lDraw parts ACTUALLY use? The documentation *says* "Right handed with -y up", but shows a picture of a left-handed -y up coordinate axis.
Further - how would I go about translating the matrix to a left-handed +y-up format? I am trying to read ldr files inside of UE4, and the typical method of flopping the y/z coords and negating x/y/z is not working.
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| New 32 Bit stripped-down AIOI ready for testing |
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Posted by: Willy Tschager - 2021-08-26, 14:33 - Forum: All Other Programs.
- No Replies
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Hi,
upgrading the AIOI to 64 Bit required a stripped-down 32 Bit installer for the remnant 32 Bit progs such as MLCad, MPDCenter or LSynth. Here it is:
http://www.holly-wood.it/tmp/LDraw_AIOI_...bit_v1.exe
* The installer comes without the parts library but reads your Windows environment variable (set with the 64 Bit AIOI) and checks for the library.
* If no library can be found it asks for the path and preforms another check.
* If still no library can be found it will exit the installer.
* Sets all paths as usual
* No catalogue or showcase at the end
I would grateful if you could test it. I'm most interested in the initial check for the LDraw Parts Library. Just rename "3004.dat" to something else. Please note that some dialogues haven't been translated yet.
w.
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| Help converting -all- .dat parts to fbx/obj/stl/usd/anyConventionalFileFormat |
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Posted by: KristyB - 2021-08-22, 12:45 - Forum: LDraw File Processing and Conversion
- Replies (10)
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I'm trying to build a library of game-ready parts for use in video games, and would like a library of low-poly bricks to fall back on for bricks I have not yet converted by hand. I've dug around and tried a few methods so far, but all have failed to work.
LdrDat2Obj: Processes 1,466 dats out of the 14,038 in ldraw's parts directory, and then exits silently with no error or log. the last brick it appears to process is 22385p050.dat It processes the parts in an order I can't decipher, so skipping this last brick and moving on isn't possible.
LdrDat2Obj2: no apparent batch process
Toby Nelson/TobyLobster's blender importer: seems to work well, but only allows one .dat to import at a time - that's not workable with 14,000 parts.
Matthew Morrison's blender importer: Crashes every time I try to import a .dat file. I posted more details about the crash in his thread: https://forums.ldraw.org/thread-24153.html
LDView: no apparent batch process
Stud.IO: no way I can see to create a file that contains each brick once.
If I could get the ldraw parts into any conventional 3D model format I would be able to batch convert the results into something game engines can use, including obj, fbx, stl, dae, and -probably- usd.
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| Remove Group (Submodel) |
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Posted by: Johann Eisner - 2021-08-22, 8:38 - Forum: LDraw File Processing and Conversion
- Replies (5)
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HI guys
My problem:
I add a submodel in a model, which I want to remove (much) later.
Buffer Exchange therefore falls flat.
In former (MLCad and Lpub) times, this was very simple.
I created a group in MLCad (0 MLCAD BTG...) and removed it later with "0 LPUB REMOVE GROUP" ...).
It seems that this does not work in LPUB3D (2.4.3) anymore.
Does anyone have an idea?
Johann
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| From Willy: Define a standard for helper parts |
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Posted by: Travis Cobbs - 2021-08-18, 23:53 - Forum: Parts Authoring
- Replies (51)
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The following was posted by Willy Tschager in the Standards Board forum. In my opinion, that was not the right place for it, so I am starting a thread here.
(2021-08-13, 11:18)Willy Tschager Wrote: Guys,
in response to this post:
https://forums.ldraw.org/thread-24732.html
the majority of the SteerCo is in favour to add helper parts to the library but before a final vote we would like you to define a standard for these parts such as:
Naming convention
Category
Edges Yes/No on 2D helpers
Edges Yes/No on 3D helpers
The general idea would be to add these to the main library as the separate Alias and Physical parts library hasn't worked very well. In addition these parts shouldn't go through the PT for certification but be usable in all editors. Any input from your side is welcome.
Some example of helpers can be found here:
http://www.holly-wood.it/ldraw/helper-en.html
w.
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