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Wings 3D Development Forum Wings 3D Design & Development v
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Wings3d to Unity ports

 
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Wings3d to Unity ports

digitaldavinci
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Posts: 48
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Joined: Dec 2016
#7
01-11-2020, 05:31 PM (This post was last modified: 01-11-2020, 05:45 PM by digitaldavinci.)
"Rotating 180° in Y axis doesn't looks like you can get the correct representation of the same object in both app."
Then the Z axis is reversed. From what I remember. I had so many hurdles to cross some info got waylaid into never, never land. For this it why I created the XYZ vector model and include that with the other imports to alleviate any mysteries. What I had posted before is to leave the model alone and just inverse the X direction vector if that possible.

"In this scenario, I think the proper solution is to create a Unity plugin able to read wings files. If you are able to serialise the importer process in Unity, that should to work fine. "
But the modelling workflow is still in Wings3D. The only way to integrate would be to port the ERL to C#, create a DLL with exposed methods. Or Expose the methods in the Wing3D ERL code to create a DLL but then there are two sets of code to manage. But then the ERL modules maintain original integrity. But this would really shake up the graphics world in a very big way. The temptation would be to sell out the finalized product if Unity offered. And down the corporate rabbit hole it goes.
I have 30 years experience in C and this is getting me curious. Though I have enough cats in the bag at the moment, lol. I don't look forward to reading memory dumps any more.
Thanks for the reply.

What I am getting to here is if the transfer to Unity can be automated by a couple of switches or methods then the rest of the cards will fall into place. No glitz, all process. Unity already is triggered by folder and file change events in the OS. This would facilitate a tighter export/import with Unity and forego any code migrations at this juncture. Of course a bullet list type help concerning this model porting process would be a large mystery dispelled. You can have my somewhat accurate notes if you want. Its a doc file. I have been holding onto it in case there is a gotcha I missed.
On my Alcubierre model I have static imaging to still perform and this will have to happen in Wings3D as Unity stresses this is where the process happens.
What I want to do next is execute some of Dave Brinnen's convoluted models and import them to Amplify Shader and see what happens. Should be most interesting. But this adds an immense amount of vectors that maybe a surface shader could handle. I have performance measuring tools in Unity to check this out.

It is an extremely interesting time we live in.
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Messages In This Thread
Wings3d to Unity ports - by digitaldavinci - 01-02-2020, 10:02 PM
RE: Wings3d to Unity ports - by digitaldavinci - 01-03-2020, 11:31 PM
RE: Wings3d to Unity ports - by digitaldavinci - 01-09-2020, 07:20 AM
RE: Wings3d to Unity ports - by micheus - 01-09-2020, 01:11 PM
RE: Wings3d to Unity ports - by digitaldavinci - 01-11-2020, 04:01 AM
RE: Wings3d to Unity ports - by micheus - 01-11-2020, 02:24 PM
RE: Wings3d to Unity ports - by digitaldavinci - 01-11-2020, 05:31 PM
RE: Wings3d to Unity ports - by micheus - 01-11-2020, 11:38 PM
RE: Wings3d to Unity ports - by digitaldavinci - 01-12-2020, 03:46 AM
RE: Wings3d to Unity ports - by micheus - 01-12-2020, 09:12 AM
RE: Wings3d to Unity ports - by digitaldavinci - 01-12-2020, 07:31 PM

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