I have been a 3D animator in game industry for over a decade. I also interested in script and love to solving problems. Now I am learning how to write plugin.
Tuesday, 29 January 2013
Free app turns Microsoft Kinect into 3D scanner
My next step is buy a Kinect!!!
http://openkinect.org/wiki/Main_Page
Meshlab
Free app turns Microsoft Kinect into 3D scanner
http://pointclouds.org/documentation/tutorials/
http://www.willowgarage.com/blog/2011/03/27/point-cloud-library-pcl-moved-pointcloudsorg
http://lcni.uoregon.edu/~dow/Projects/Brain_casting/Point_cloud_to_mesh.html
http://idav.ucdavis.edu/~okreylos/ResDev/Kinect/index.html
Tuesday, 22 January 2013
DViewPaint II
http://www.scriptspot.com/3ds-max/scripts/dviewpaint-ii
DViewPaint II is used to sketch 2D animation on top of 3dsMax`s viewports but can also be using for reviews and critiques as well
DViewPaint II is used to sketch 2D animation on top of 3dsMax`s viewports but can also be using for reviews and critiques as well
No Data after improting camera from .fbx to 3DsMax
Two problems:
One : When the camera import to 3DsMax. It stay same position, not moving at all, but does rotate.
Solution 1: Using send to MAX. But somehow it still stay same position. But cameras do have translation information on FCurve.
Solution 2: Before send to MAX create a new object ( box, null, etc...) into scene. then send with the new object. Works!
Second : Cameras don't show up when import or sent to MAX.
Solution: Back to Motionbuilder then go to navigator. To see if cameras appear on the Camera List but not Scene List. Delete the Cameras then Undo ( Ctrl+z ). It should be appear on the scene list. So now it is good to go to Max or Maya.
One : When the camera import to 3DsMax. It stay same position, not moving at all, but does rotate.
Solution 1: Using send to MAX. But somehow it still stay same position. But cameras do have translation information on FCurve.
Solution 2: Before send to MAX create a new object ( box, null, etc...) into scene. then send with the new object. Works!
Second : Cameras don't show up when import or sent to MAX.
Solution: Back to Motionbuilder then go to navigator. To see if cameras appear on the Camera List but not Scene List. Delete the Cameras then Undo ( Ctrl+z ). It should be appear on the scene list. So now it is good to go to Max or Maya.
Tuesday, 11 December 2012
UDK app crashes on launch
Solution
""
Solved by smart guy called Martin
Remove the following from .mobileprovision:
<key>get-task-allow</key>
<true/>
now work on all devices without problems.
""
I modified not only the .mobileprovision from iturn
but also
UDK-2012-07\MobileGame\Build\IPhone
UDK-2012-07\Binaries\IPhone
Really thanks Martin.
Thursday, 8 November 2012
Bsurfaces v1.5
A pretty cool tool for modeling and retopology!
http://www.bsurfaces.info/
http://vimeo.com/26339130
http://www.bsurfaces.info/
http://vimeo.com/26339130
Wednesday, 15 August 2012
Adding a new project in UDK
I got a new ipad but it can't work with the Feb-2012 vision. Therefor I downloaded the newest one which is July-2012 from the official web. It also means that I have to reset my project.
I have no problem setting my new project in VStudio. But kind forgot how to add my project as EditPackages.
I am going to write down just in case I might forget next time.
we could set up the project by two ways. I am not really sure what's the different but both are working.
In ...\UDK-2012-07\UDKGame\Config
Open either "DefaultEngine.ini" or "DefaultEngineUDK.ini"
find [UnrealEd.EditorEngine]
you will see something like [UnrealEd.EditorEngine] in "DefaultEngine.ini"
+EditPackages=UTGame
+EditPackages=UTGameContent
and [UnrealEd.EditorEngine] in "DefaultEngineUDK.ini"
EditPackagesOutPath=..\..\UDKGame\Script
FRScriptOutputPath=..\..\UDKGame\ScriptFinalRelease
+EditPackages=UDKBase
+EditPackages=UTEditor
;ModEditPackages=MyMod
AutoSaveDir=..\..\UDKGame\Autosaves
InEditorGameURLOptions=?quickstart=1?numplay=1
Adding your package under the [UnrealEd.EditorEngine] area as below:
+EditPackages=MyGame
From now UDK should identify your project.
I have no problem setting my new project in VStudio. But kind forgot how to add my project as EditPackages.
I am going to write down just in case I might forget next time.
we could set up the project by two ways. I am not really sure what's the different but both are working.
In ...\UDK-2012-07\UDKGame\Config
Open either "DefaultEngine.ini" or "DefaultEngineUDK.ini"
find [UnrealEd.EditorEngine]
you will see something like [UnrealEd.EditorEngine] in "DefaultEngine.ini"
+EditPackages=UTGame
+EditPackages=UTGameContent
and [UnrealEd.EditorEngine] in "DefaultEngineUDK.ini"
EditPackagesOutPath=..\..\UDKGame\Script
FRScriptOutputPath=..\..\UDKGame\ScriptFinalRelease
+EditPackages=UDKBase
+EditPackages=UTEditor
;ModEditPackages=MyMod
AutoSaveDir=..\..\UDKGame\Autosaves
InEditorGameURLOptions=?quickstart=1?numplay=1
Adding your package under the [UnrealEd.EditorEngine] area as below:
+EditPackages=MyGame
From now UDK should identify your project.
Wednesday, 18 July 2012
Reference Books for UDKScript
I found two books might help for developing UDK Script.
Actually, they really did! If you are just new to UDK script then I strongly recommend them.
especially the first one :
Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide.
Week One: Spending time set up the Visual C++
Week Two: Follow a lot of tutorial and getting understanding how UDK script work. spawn a cube base on camera' position and rotation.
Week Three: Make a Box follow player camera and also save the data by using Tick()
Week Four: Replay the box movement.
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