Showing posts with label Interactive Media Design and Authoring. Show all posts
Showing posts with label Interactive Media Design and Authoring. Show all posts
Thursday, November 26, 2009
Friday, November 20, 2009
Exporting models from 3ds max to 3d rad
As I mentioned earlier you can export 3d models from 3ds max to 3d rad. It's not that simple though, there are few things you need to keep in mind.
Anyway first download and install the Panda DirectX plugin for 3dsmax. You can get it here => Panda X plugin
Now the few things you should know before exporting.
If you want to import the model. You need to install a new skinmesh. This will prompt you to create a new skinmesh. Just type the name and hit enter. Then you can copy you exported files to the directory it creates ..\3D Rad\3DRad_res\objects\SkinMesh\data\[name of the directory created]\.Then whenever you add a skinmesh you can change its look by clicking the change button and choosing your own model (will have an icon of 'user defined').
Note that lightning maps etc need to be exported individually (model is one export, the map a second one).
Anyway first download and install the Panda DirectX plugin for 3dsmax. You can get it here => Panda X plugin
Now the few things you should know before exporting.
3d rad uses a metric system so it is good to have 3ds max set to the same system. Also 1 unit = 1 meter. 3d rad will always place the object according to its coordinates. If the object is centered to 0,0,0 in 3ds max the object will be centered in 3d rad as well. If the object will be somewhere else than at 0,0,0 the object will be at the relative position to that coordinates. if you have problems with the exported model in 3d rad (bad triangulation) then when exporting in 3dsmax click on the 'mesh' tab and set 'Optimize Mesh' to 'None' (the model will be optimized no matter what when it is loaded as x object). if you have already textures in correct formats (bitmap) you can just put them in the folder where the exported model will be. then you can check that you don't want the textures to be converted or copied to the directory. if you are exporting a mesh with bones you need to group it prior to exporting.
If you want to import the model. You need to install a new skinmesh. This will prompt you to create a new skinmesh. Just type the name and hit enter. Then you can copy you exported files to the directory it creates ..\3D Rad\3DRad_res\objects\SkinMesh\data\[name of the directory created]\.Then whenever you add a skinmesh you can change its look by clicking the change button and choosing your own model (will have an icon of 'user defined').
Note that lightning maps etc need to be exported individually (model is one export, the map a second one).
Monday, November 16, 2009
3D Rad
As I already mentioned earlier our task was to program our robot to do something in both the "normal" reality and virtual one. For that 3d RAD game engine was shown to us.
You can get it and learn more about it at 3d rad
3d rad is a game engine that does not require real coding but supports scripting. It is object oriented engine and is easily customizable. You can import models and scenes from 3D Studio but with some difficulties.
At this lesson we tried simply importing already predefined things (a car) and we tried to skin it (we added texture for the car body and tires). We added camera (camchase) so we could see where our keyboard controlled car goes.
We learned that getting a "skin" on the right place on the model is not the easiest thing to do^^.
Friday, November 13, 2009
3D Robot Animated
Been working on a little demo of how the robot will move around and behave... the video can be replaced with anything...
Friday, November 6, 2009
3D space in progress
Building the robot (video)
In the first post you could check the photos from the construction of ShootterBot. Now we bring you a video of the very same process.
Check it out!
Check it out!
Sunday, November 1, 2009
Friday, October 30, 2009
Keyboard Input 2 and Double-click
We were continuing working with the keyboard input today. I brought my bluetooth adapter and installed in on the local station. It installed to my astonishment.
After that we started to wonder what to do with the program we were doing.
It took us a long time to figure out what we were supposed to do.
Setting up the NXT brick, NTX drive and the connections. After all that we also had to insert a game controller so we could actually use the keyboard to move it.
We got it set but it still didn't work and we didn't know what's the problem. After some time we found out that when connecting to the brick we needed to DOUBLE CLICK it not just single click it. After that everything started to WORK.
The VPL program looks like this (click on the pic to enlarge it)

After that we started to wonder what to do with the program we were doing.
It took us a long time to figure out what we were supposed to do.
Setting up the NXT brick, NTX drive and the connections. After all that we also had to insert a game controller so we could actually use the keyboard to move it.
We got it set but it still didn't work and we didn't know what's the problem. After some time we found out that when connecting to the brick we needed to DOUBLE CLICK it not just single click it. After that everything started to WORK.
The VPL program looks like this (click on the pic to enlarge it)
Monday, October 26, 2009
Zenja creating the space
Building the Robot in 3DMax
Thursday, October 15, 2009
Building the robot

Here are few photos from putting it together...(you can also click on the photo above)
Good Job Team
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