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rbfalconi
08-12-2009, 06:35 PM
Hi there, I´m importing a real flow 4 animation to LW 9.6.

I´m using the Object Sequencer plugin from DStorm, I got surfrep to change all surfaces, ok.. and I subpatched my first mesh, but the other meshes doesn´t update with subpatches.

Is there a way to subpatch a (real flow) mesh sequence automatically?!

p.s:. using mdd i just had to subpatch the first mesh, and the others got the subpatch as well, but I think its because of the vertice count..

Any ideas are appreciated, thanks,

ernpchan
08-13-2009, 03:27 AM
All your meshes are subpatched in Modeler?

I don't use Realflow but isn't Realflow supposed to export hi-rez meshes so you don't have to use subpatches?

rbfalconi
08-14-2009, 02:22 PM
Yes, I was just wondering about how to subpatch more rapidly..

WillCameron
08-15-2009, 03:13 PM
As far as I know short of loading them in one by one pressing tab then resaving them, there isnt. You might be able to make an Lscript that would replace an object with a sequentally numbered object, Subpatch it, render it and save it with a frame number though, then contiue.
Or possibly there may be a way to patch the Object files
themselves so the Subpatch flag is switched to ON instead of Off - similar to what Surfrep does (Adds the texture info into the file.
The specs on the object file format are in the SDK so
somebody with programing skillz could probably do it in their sleep - and come to think of it it would make a handy
addition to an Object Replacement/Sequencer plugin....

- Will.

erikals
08-15-2009, 03:44 PM
i'm very interested in getting a script like that too...

i know there is a export-each-frame plugin somewhere,
but subdividing each frame automatically,.. hmm,... can't say i have any answers...

WillCameron
08-15-2009, 07:55 PM
Script wise, I think you could just do it manually with some post tweeking. IE, Open up Layout add Master Plugin LScript Comander, then cut and paste the actions you require. I know nothing about LScripting, but just poking around with LSCommander I get something like htis:


@warnings

generic
{
LoadScene("F:\Lightwave_Content\K9 FakeGU test.lws");
RenderOptions();
SelectItem("K9.Final:K9.Body");
CommandInput("ModCommand_G-Toggle Subpatch");
RenderScene();
SelectItem("K9.Final:K9.Body");
ReplaceWithObject("F:\Lightwave_Content\K9_Final.lwo");
GoToFrame(1);
RenderScene();
}


Obviously you need to flesh out the RENDER OPTIONS sections for your scene, then you need a way to loop the
Select Object - Replace Object - Subpatch Object - Render
Scene Sequences, PLUS add one number incrument to the object being replaced, and the scene number.

This is a Hella bluky and funky way to do It, I think, but theoretically (within what you can and cant do through Lscripting) it should work.

Maybe...

I may be missing sometihng there, not had coffee yet :-)

- Will.

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