NeoAxis Engine 1.2 is available for Indie and Commercial licensees!


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Joined: Thu Apr 12, 2012
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PostPosted: Wed Apr 25, 2012 1:49 am 
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Incin, I could be wrong but I think the part you listed in red just means that you can save the settings you imported a model with so that you can recall them each time you do an import. So you don't have to set the options each time. That way you can ensure that you always import your models the same way.

I am not Indie or Commerical License YET, but have a question.

"MapCompositorManager entity. This is a new entity that enables configuration list of post effects on the map."


I assume this means that we can setup Post Effects for a map from within the Map Editor, managing them and turning them on and off instead of having to do it from the profiler.

Last comment is that I was just thinking the other day that DOF and GodRays would be nice. I see my use of them more in cut scenes than the main game, but the option would be nice. You guys must be mind readers.

Great job!!

 
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PostPosted: Wed Apr 25, 2012 3:07 am 
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Well I am actually asking because there still no import menu in the RE, but projects with the ASSIMP source. There is no menu item to import any type of model still. Theres no menu to modify a skeleton. So I am assuming they just ported some code and not fully implemented it in the resource editor. Why? Why not finish it? Or at least make an .exe to make use of the code currently ported to test it. It doesn't make sense to me.

I see no menu that uses the new import tools in 1.2 source. I deliberately looked for it. Yet the editor shows an animation editor profile(not completed), a model import editor profile(not completed), texture editor(not completed) , just a asssimp.dll that says it might be able to port it just now... How was it tested. can we see that? the .exe that tested it? the .gui that tested it? Do they exist? Just really curious what your not showing us....

 
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PostPosted: Wed Apr 25, 2012 3:13 am 
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Incin wrote:
Well I am actually asking because there still no import menu in the RE, but projects with the ASSIMP source. There is no menu item to import any type of model still. Theres no menu to modify a skeleton. So I am assuming they just ported some code and not fully implemented it in the resource editor. Why? Why not finish it? Or at least make an .exe to make use of the code currently ported to test it. It doesn't make sense to me.

I see no menu that uses the new import tools in 1.2 source. I deliberately looked for it. Yet the editor shows an animation editor profile(not completed), a model import editor profile(not completed), texture editor(not completed) , just a asssimp.dll that says it might be able to port it just now... How was it tested. can we see that? the .exe that tested it? the .gui that tested it? Do they exist? Just really curious what your not showing us....


Did you try maybe adding a 3ds or x file to one of the folders and click on it through the resource editor and see if something pops up about importing it?

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PostPosted: Wed Apr 25, 2012 3:23 am 
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Incin wrote:
Well I am actually asking because there still no import menu in the RE


Ahh, now I see Incin. I am only evaluating the engine through the Non-Commercial SDK, so I do not have access to this new release. I understand what you are asking now. I assumed based on the changelog that the feature is there, I thought that was the whole point of saying;

A new tool for importing 3D models has been added. This is a built-in tool inside the Resource Editor with the ability to import 3d models. This tool supports almost all popular 3D format, including Collada, 3DS, X, OBJ, partially Blender format and many others. Collada and X format supports importing of skeleton animation. The tool allows configuration of import preset for future usage.


Saying a new tool has been added to me means that it is in there. I have no way to know, but you are saying that it isn't in there?

 
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PostPosted: Wed Apr 25, 2012 3:49 am 
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The feature works as advertised for me, not sure what Incin is talking about. This is not half-implemented or broken in anyway. In the demo open up _Tests\ModelImport\Animated and delete all the files for pig except x and jpg texture. Right-click on PigA.x and Import Model... now you create PigA.modelImport which appears to be an intermediate format that you will create your mesh from (sort of like exporter tool).

Now you click on your modelImport file and go to the bottom right panel you will see Properties and Objects... Click on Objects and then right-click on your '(Not imported) Source' for the model and create mesh with selected sources. From here the tree structure of the file will change, click on the newly created Mesh: PigA stub and then go to the Properties page.

Check off the property 'Create Skeleton' = True and then click on 'Info About Source' to get a message box talking about all the animations and their track data.

Quote:
---------------------------
Resource Editor
---------------------------
File name: _Tests\ModelImport\Animated\PigA.modelImport

Mesh count: 1
Material count: 1
Skeleton: yes
Bone count: 71
Animations: yes
Animation tracks:
Track "Walk": 0 - 116
Track "Idle": 117 - 268
Track "SittingIdle": 269 - 420
Track "Itching": 421 - 520
Track "Feeding": 521 - 621
Animation frame rate: 30
---------------------------
OK
---------------------------


Use the Animation tracks data to fill out the Animations property on the pig inside the NeoAxis Resource Editor. A good idea would be to press Ctrl-C on this page and then paste the information into notepad so you can keep seeing it while typing it into the fields. When you are finished it should look like this:

Image

Click back on your Objects tab and select Configuration: _Tests\ModelImport\PigA.x and then go back to your properties screen on lower right and specify texture and material directory if you like (by default it uses same directory as model). When you specify all of this information you click "Create Files".

Once you do the above it will create the needed highMaterial and mesh. Clicking on the mesh will present you with the following dialog:

Quote:
---------------------------
Resource Editor
---------------------------
This resource was generated automatically by means of "_Tests\ModelImport\Animated\PigA.modelImport". You may continue editing this file, however the link to the source will be removed. Do you want continue editing?
---------------------------
Yes No
---------------------------


Just click on YES and then you have a normal and fully imported .x file with a skeleton and materials and animations to! This is a really amazing piece of technology and I am happy that it is here now!

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PostPosted: Wed Apr 25, 2012 3:55 am 
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Has any one tested .b3d files yet?

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PostPosted: Wed Apr 25, 2012 4:07 am 
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Why does the import file have to exist in the NA folders? Why isn't the menu there by default? Why does the file have to be in the NA folders if you don't plan on it permanently being there? if that's the case that it needs to be in the NA folders? Not totally my point though.. There's a bunch of editors since 1.1 that should be here but there not... Animator sequencer. texture? maybe? new stuff ? what's going on? why not?

 
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PostPosted: Wed Apr 25, 2012 4:21 am 
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Incin wrote:
Why does the import file have to exist in the NA folders? Why isn't the menu there by default? Why does the file have to be in the NA folders if you don't plan on it permanently being there? if that's the case that it needs to be in the NA folders? Not totally my point though.. There's a bunch of editors since 1.1 that should be here but there not... Animator sequencer. texture? maybe? new stuff ? what's going on? why not?


Why do you cry about everything?

If you dont like the way Ivan does it... maybe do it yourself?

 
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PostPosted: Wed Apr 25, 2012 4:28 am 
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I'll pay another 195 to ask why things were left open just for the shit of it, in Novembeber! Not merging yet. :) I find this ammusing!

 
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PostPosted: Wed Apr 25, 2012 4:54 am 
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@Incin your complaints are baseless, you said it did not work and I proved it works just fine. Now you say why keep those files around? You can delete them when the converstion is complete. Once you have created the highMaterials and mesh files you are good to go!

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PostPosted: Wed Apr 25, 2012 6:28 am 
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Greate improvement!!!
What about animation tree editor?

 
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PostPosted: Wed Apr 25, 2012 6:58 am 
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Quote:
Not merging yet. :)
:? Please do so I can possibly help out here. No 1.2 build for me to do that with yet. The RE importer obviously works, you had to have it in a working folder, that's all. I'm sure everyone agrees and expected an animationTree visualiser but there are other 1.2 gifts, so don't say not merging, otherwise you're punishing me over this and I'm figuring out a lot of it on my own anyway. Your cup doesn't need to always be half empty. At least we have this - http://www.neoaxis.com/wiki/Documentati ... ion_System


Last edited by LDAsh on Thu Apr 26, 2012 4:20 am, edited 1 time in total.


 
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PostPosted: Wed Apr 25, 2012 9:03 am 
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Thanks for feedback!
No critical bugs?
No bugs? :)

Incin wrote:
Very nice changes.. Looked through the demo, Really nice features.

Got a question based on this note from the changelog
Quote:
A new tool for importing 3D models has been added. This is a built-in tool inside the Resource Editor with the ability to import 3d models. This tool supports almost all popular 3D format, including Collada, 3DS, X, OBJ, partially Blender format and many others. Collada and X format supports importing of skeleton animation. The tool allows configuration of import preset for future usage.


Does this mean it's not fully implemented yet, like the animation sequencer editor?


This is fully implemented. This means during import you can save import settings by means special Model Import Configuration file. If you want import same model again, you will use saved import configuration. Import by one click.

Quote:
Greate improvement!!!
What about animation tree editor?

We are thinking to implement it. I agree, this is important tool. Before we need finish porting engine to Android, iOS. By the way we already ran engine on Android with simple 3D rendering.

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PostPosted: Wed Apr 25, 2012 10:51 am 
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Quote:
Before we need finish porting engine to Android, iOS

Good news, very nice feature too.

I got a question about pricing with new platform support, will it change or not?
No changing in pricing is a good way because at this price there is not a competitor engine with NA out there, so
I think NA will be a good choice for phone developers with low price.

 
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PostPosted: Wed Apr 25, 2012 11:06 am 
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Quote:
I got a question about pricing with new platform support, will it change or not?
No changing in pricing is a good way because at this price there is not a competitor engine with NA out there, so
I think NA will be a good choice for phone developers with low price.

I think PC version will have same cost. For Android and iOS will need purchase additional license. I mean in additional to PC license need purchase special Android, iOS license. At this time, this is just ideas.

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