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Old 03-25-2007, 04:29 PM   #16
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Yes, tangents are not imported yet, and TCB (hermite) are converted into bezier controller. But i'll add tangents soon ;)

Thanks for your help proposition, i haven't an internet connection at home yet, but i could ask you some questions on msn later. ;)
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Old 03-25-2007, 07:54 PM   #17
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Just in case, here's my code for Hermite and Bezier Interpolation, it calculates the points, tangents and everything. There's also a Quaternion library

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library Angles

struct EulerAngles
    real z
    real y
    real x
    static method Quat2Euler takes Quat q returns EulerAngles
    local EulerAngles Eu = EulerAngles.create()
        set Eu.x= Rad2Deg(Atan2(2*(q.x*q.w + q.y*q.z), 1 - 2*(q.y*q.y + q.x*q.x)))
        set Eu.y = Rad2Deg(Asin(2*(q.w*q.y - q.z*q.x)))
        set Eu.z = Rad2Deg(Atan2(2*(q.z*q.w + q.y*q.x) , 1 - 2*(q.y*q.y + q.z*q.z)))
        return Eu 
    endmethod
    static method Euler2S takes EulerAngles Eu returns string
        return "{ " + R2S(Eu.x) + ", " + R2S(Eu.y) + ", " + R2S(Eu.z) + " }"
    endmethod
endstruct

struct Quat
    real w = 0.
    real z = 0.
    real y = 0.
    real x = 0.
    static method Euler2Quat takes EulerAngles Eu returns Quat
    local Quat q = Quat.create()
    local real x = Deg2Rad(Eu.x / 2)
    local real y = Deg2Rad(Eu.y / 2)
    local real z = Deg2Rad(Eu.z / 2)
    local real c1 = Cos(x)
    local real c2 = Cos(y)
    local real c3 = Cos(z)
    local real s1 = Sin(x)
    local real s2 = Sin(y)
    local real s3 = Sin(z)
        set q.w = c1 * c2 * c3 + s1 * s2 * s3
        set q.x = s1 * c2 * c3 - c1 * s2 * s3
        set q.y = c1 * s2 * c3 + s1 * c2 * s3
        set q.z = c1 * c2 * s3 - s1 * s2 * c3
        return q
    endmethod
    static method Quat2S takes Quat q returns string
        return "{ " + R2S(q.x) + ", " + R2S(q.y) + ", " + R2S(q.z) + ", " + R2S(q.w) + " }"
    endmethod
    method add takes Quat q2 returns nothing
        set this.x = this.x + q2.x
        set this.y = this.y + q2.y
        set this.z = this.z + q2.z
        set this.w = this.w + q2.w
    endmethod
    static method sum takes Quat q1, Quat q2 returns Quat
    local Quat Q = Quat.create()
        set Q.x = q1.x + q2.x
        set Q.y = q1.y + q2.y
        set Q.z = q1.z + q2.z
        set Q.w = q1.w + q2.w
        return Q
    endmethod
    method product takes Quat q2 returns nothing
        set this.x = this.x*q2.w + this.y*q2.z - this.z*q2.y + this.w*q2.x
        set this.y = -this.x*q2.z + this.y*q2.w + this.z*q2.x + this.w*q2.y
        set this.z =  this.x*q2.y - this.y*q2.x + this.z*q2.w + this.w*q2.z
        set this.w = -this.x*q2.x - this.y*q2.y - this.z*q2.z + this.w*q2.w
    endmethod
    //Note: Quaternions aren't commutative, so on q1*q2 != q2*q1, but |q1*q2| == |q2*q1|. 
    static method productScalar takes Quat q1, Quat q2 returns Quat
    local Quat Q = Quat.create()
        set Q.x = q1.x*q2.w + q1.y*q2.z - q1.z*q2.y + q1.w*q2.x
        set Q.y = -q1.x*q2.z + q1.y*q2.w + q1.z*q2.x + q1.w*q2.y
        set Q.z =  q1.x*q2.y - q1.y*q2.x + q1.z*q2.w + q1.w*q2.z
        set Q.w = -q1.x*q2.x - q1.y*q2.y - q1.z*q2.z + q1.w*q2.w
    return Q
    endmethod
endstruct

endlibrary

library Interpolation

type bezier3 extends location array [3]

    function Linear_Intp takes real a, real b, real t returns real
        return a + (b - a)*t
    endfunction

    function Bezier_Intp3 takes real a, real b, real c, real t returns real
    local real m = a + (b - a)*t
    local real n = b + (c - b)*t
        return  m + (n - m)*t
    endfunction

    function Bezier_Intp3_Alt takes real a, real b, real c, real t returns real
        return  a + 2*t*(b-a) + t*t*(c - 2*b + a)
    endfunction

    function Bezier_Intp4 takes real a, real b, real c, real d, real t returns real
    local real ab = a + (b - a)*t
    local real bc = b + (c - b)*t
    local real cd = c + (d - c)*t
    local real m = ab + (bc - ab)*t
    local real n = bc + (cd - bc)*t
        return  m + (n - m)*t
    endfunction

    function Bezier_Intp4_Alt takes real a, real b, real c, real d, real t returns real
    local real m = t*t
        return  a + 3*t*(b - a) + 3*m*(c - 2*b + a) + m*t*(3*(b-c) + d - a)
    endfunction

    function Bezier_Intp5 takes real a, real T1, real T2, real T3, real b, real t returns real
    local real ab = Linear_Intp(a,T1,t)
    local real bc = Linear_Intp(T1,T2,t)
    local real cd = Linear_Intp(T2,T3,t)
    local real dc = Linear_Intp(T3,b,t)
    local real i = Linear_Intp(ab,bc,t)
    local real j = Linear_Intp(bc,cd,t)
    local real k = Linear_Intp(cd,dc,t)
    local real m = Linear_Intp(i,j,t)
    local real n = Linear_Intp(j,i,t)
    return  Linear_Intp(m,n,t)
    endfunction

    function Power takes real n, integer pow returns real
    if pow > 0 then
       return n*Power(n,pow-1)
    endif
    return 1.0
    endfunction

    function GetCardTan takes real p1, real p3 returns real
       return 0.5*(p3-p1)
    endfunction

// t = tension, c = continuety, b = bias
// tension is how sharply the curve makes turns.
// continuety specifies the rate of change between speed and direction.
// bias specifies the direction of the curve.
// sidenote: specify p1 as 0, when working with 2 points

// sidenote2: for converting a 3dsmax TCB to a normal TCB you must use 
// MaxTCB2TCB function

// the next function returns the intan of p2

    function InTan takes real p1, real p2, real p3, real t, real c, real b returns real
           return (1-t)*(1-c)*(1+b)*(p2-p1)/2 + (1-t)*(1+c)*(1-b)*(p3-p2)/2
    endfunction

// the next function returns the outtan of p2

    function OutTan takes real p1, real p2, real p3, real t, real c, real b returns real
           return (1-t)*(1+c)*(1+b)*(p2-p1)/2 + (1-t)*(1-c)*(1-b)*(p3-p2)/2
    endfunction

// element can be any TCB value, like tension.

    function MaxTcb2Tcb takes real element returns real
           return (element - 25.0) / 25.0
    endfunction

    function Hermite_Intp takes real p1, real p2, real t1, real t2, real s returns real
    local real s2 = s*s
    local real h1 = 8.0*s*s2 - 9.0*s2
    local real h2 = h1*(-1)
    local real h3 = s2*(s - 2.0) + s
    local real h4 = s2*(s - 1.0)
    set h1 = h1 + 1
    return h1*p1 + h2*p2 + h3*t1 + h4*t2
    endfunction

endlibrary

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Old 03-25-2007, 08:33 PM   #18
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Holy hell...if this works, I'll be so grateful.

I'll try it myself soon.
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Old 03-25-2007, 08:43 PM   #19
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Nice but, where finds 3dmax 5? I have start creat models but 3d max is out of my range... In google only 3dmax 8 and higer is. Cant someone give link to 3d max 5? Pliss... :(
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Old 03-25-2007, 08:58 PM   #20
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3ds max is not for download. And you can't find version 5 anywhere. If you missed it 3-4 years ago, tough luck.
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Old 03-25-2007, 09:57 PM   #21
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Thanks Blinkboy, but 3dsMax already support quat and angles conversion, but i keep that in mind ... ;)
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Old 03-26-2007, 12:48 AM   #22
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OMG OMG OMG I cant get my 3dsmax to work but does this import anims AND the model? if it does I love you.
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Old 03-26-2007, 03:10 PM   #23
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Quote:
Originally Posted by Hey its X
OMG OMG OMG I cant get my 3dsmax to work but does this import anims AND the model? if it does I love you.

yeah it does!
it worked fine for me
i used the Furion modell.
All worked fine
thx a lot your the best!!!!
but 3ds max 5 freezed for about 1 min to load the modell is that normal? (not that it freezes; i mean the time length)
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Old 03-26-2007, 03:31 PM   #24
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So far discreet should abandonware 3dsmax 5 haha... well there are still ways to get it though...
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Old 03-26-2007, 08:17 PM   #25
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Quote:
Originally Posted by Vexorian
So far discreet should abandonware 3dsmax 5 haha... well there are still ways to get it though...

*cough* Vex's brother knows *cough*
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Old 03-30-2007, 02:24 AM   #26
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I do?

Btw, this importer works perfectly for me. Good job!
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Old 03-31-2007, 05:59 PM   #27
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New version, first post updated =)
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Old 04-03-2007, 07:11 AM   #28
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Type error: Call needs function or class, got: undefined <<

Tried importing a model with it into 3dsMax 9, that's the error that I got.

Any way to work around it?
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Old 04-04-2007, 01:05 AM   #29
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it only works in 3dsmax 5 as far as I know.
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Old 04-04-2007, 12:52 PM   #30
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even if you can import it into version 9... why should you? art tools are only for 5 and you cant export again. and your not allowed to use blizz property in other games!
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