Equity_XL
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- Gnoblar
- Posts: 24
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Equity_XL
Hi all
Equity_XL
We are working on converting a program we originally wrote for RealityFactory but now converting it for use with Ogre. We also decided to use the Ogre Engine as the main renderer version Version 1.8.1 (Byatis).
This is very much work in progress but we work on it most days the reason we have made this post is we welcome any ideas and suggestion as we work on this to make it as useful as possible.
The basic idea is to have a program that can take in various model formats and convert from one to another display as much information as we can and be able to edit the loaded format and save it out to a chosen format.
We hope as we develop Equity_XL it will be of use to Ogre users and the wider world.
Download at
http://sourceforge.net/projects/rfxtools/
Nightly Builds at
http://sourceforge.net/projects/rfxtool ... ly_Builds/
Thanks
Terry
Equity_XL
We are working on converting a program we originally wrote for RealityFactory but now converting it for use with Ogre. We also decided to use the Ogre Engine as the main renderer version Version 1.8.1 (Byatis).
This is very much work in progress but we work on it most days the reason we have made this post is we welcome any ideas and suggestion as we work on this to make it as useful as possible.
The basic idea is to have a program that can take in various model formats and convert from one to another display as much information as we can and be able to edit the loaded format and save it out to a chosen format.
We hope as we develop Equity_XL it will be of use to Ogre users and the wider world.
Download at
http://sourceforge.net/projects/rfxtools/
Nightly Builds at
http://sourceforge.net/projects/rfxtool ... ly_Builds/
Thanks
Terry
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- Minaton
- Posts: 945
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- Location: Sweden
- x 1
Re: Equity_XL
Really nice if it can take different formats and convert it, I have a license of Polytrans, converting files forth and back isn't easy.
Good luck.
Good luck.
Ph.D. student in game development
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- Gnoblar
- Posts: 24
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- Location: England
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Re: Equity_XL
Hi All
Just a quick update Equity_XL Version V1.01.04
We have added.
.3ds to Ogre ( Works but need to finish Export Options )
.obj to Ogre ( Works but need to finish Export Options )
Import Ogre resource.cfg ( Similar to OgreMeshy )
Also if a Ogre Model as motions clicking on the motion will bring up the Motion Info Button in the right hand pane and will display Time Extents and Paths ( Joints ) used in the selected Motion.
We also list the Materials used in the Ogre Model in the FileView pane under Textures-Mapped we will be adding the ability to alter the materials/Textures in up coming releases.
Thanks
Terry & Co
Just a quick update Equity_XL Version V1.01.04
We have added.
.3ds to Ogre ( Works but need to finish Export Options )
.obj to Ogre ( Works but need to finish Export Options )
Import Ogre resource.cfg ( Similar to OgreMeshy )
Also if a Ogre Model as motions clicking on the motion will bring up the Motion Info Button in the right hand pane and will display Time Extents and Paths ( Joints ) used in the selected Motion.
We also list the Materials used in the Ogre Model in the FileView pane under Textures-Mapped we will be adding the ability to alter the materials/Textures in up coming releases.
Thanks
Terry & Co
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- Gnoblar
- Posts: 24
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- Location: England
- x 6
Re: Equity_XL
Hi all
Equity_XL Version V1.01.6
Some bug fixes and more work on the Ogre import side of things.
If anyone is using windows 8 I would appreciate it if you could let me know it works on 8 I have tested on XP Vista and Win7 and is ok but don’t have access to Win8.
Download at
http://sourceforge.net/projects/rfxtools/
Thanks
Terry
Equity_XL Version V1.01.6
Some bug fixes and more work on the Ogre import side of things.
If anyone is using windows 8 I would appreciate it if you could let me know it works on 8 I have tested on XP Vista and Win7 and is ok but don’t have access to Win8.
Download at
http://sourceforge.net/projects/rfxtools/
Thanks
Terry
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- Gnoblar
- Posts: 3
- Joined: Sun Oct 03, 2010 2:38 pm
Re: Equity_XL
Hi Terry . Yes it does work on Windows 8.
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- Gnoblar
- Posts: 24
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- Location: England
- x 6
Re: Equity_XL
Hi Bernie thanks for testing on Win8 its really fantastic to see you on this forum.
Hope you are well mate got a bit delayed on the Ogre Skell/Motions to MilkShape but cracking on with it now.
Stay in touch mate.
Again Thanks
Terry
Hope you are well mate got a bit delayed on the Ogre Skell/Motions to MilkShape but cracking on with it now.
Stay in touch mate.
Again Thanks
Terry
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- Gnoblar
- Posts: 24
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- Location: England
- x 6
Re: Equity_XL
Hi all
Equity_XL Version V1.01.6b 03-August-2013
Added :- Milkshape to Ogre now exports the animation.
Added :- Pan left right up down with right mouse button now works when Ogre model loaded.
Added :- More detailed Bone information and Cross Hair on Selected Joint.
Bug fix :- Fixed various issues with resizing the application.
Bug fix :- Not showing model when loading from Ogre to Other Formats.
Bug fix :- Equity would crash when loading an Ogre Model that had a Skeleton but no motions.
Bug fix :- When an Ogre model is loaded and Textures are off animation of bones stopped.
Changed :- Milkshape to Ogre now converts by group rather than texture as it is possible to have a group with no texture.
Worked on :- More work on Ogre export dialog.
Worked on :- Obtaining Textures from Material Files. ( Just Names at the moment )
Worked on :- Ogre to Milkshape. ( Motions ) Needs more work
Started :- FBX Import/Export. ( Not Functional Yet )
Started :- Collada .dae Import/Export. ( Not Functional Yet )
And various house keeping chores.
Download at
http://sourceforge.net/projects/rfxtools/
Thanks
Terry & Co
Equity_XL Version V1.01.6b 03-August-2013
Added :- Milkshape to Ogre now exports the animation.
Added :- Pan left right up down with right mouse button now works when Ogre model loaded.
Added :- More detailed Bone information and Cross Hair on Selected Joint.
Bug fix :- Fixed various issues with resizing the application.
Bug fix :- Not showing model when loading from Ogre to Other Formats.
Bug fix :- Equity would crash when loading an Ogre Model that had a Skeleton but no motions.
Bug fix :- When an Ogre model is loaded and Textures are off animation of bones stopped.
Changed :- Milkshape to Ogre now converts by group rather than texture as it is possible to have a group with no texture.
Worked on :- More work on Ogre export dialog.
Worked on :- Obtaining Textures from Material Files. ( Just Names at the moment )
Worked on :- Ogre to Milkshape. ( Motions ) Needs more work
Started :- FBX Import/Export. ( Not Functional Yet )
Started :- Collada .dae Import/Export. ( Not Functional Yet )
And various house keeping chores.
Download at
http://sourceforge.net/projects/rfxtools/
Thanks
Terry & Co
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- Gnoblar
- Posts: 24
- Joined: Thu Mar 21, 2013 12:35 pm
- Location: England
- x 6
Re: Equity_XL
Hi all
Equity_XL Version V1.01.6c 20-September-2013 ( Beta )
Most of the work for this release as been around Extracting textures from Material files and also Sub meshes.
Sub Meshes.
We have added a Section in the file view called Sub_Mesh when loading an Ogre Model many have sub meshes that form the whole of the Model. Equity will spilt them and data for each sub mesh can be viewed when clicked.
Also Options are available to View/Hide sub meshes in the Properties panel.
Textures from Material Files.
Equity now tries to find Textures when loading a Ogre Model in a particular sequence.
First we scan the local folder from where the mesh came from.
If no textures are found we then scan the internal resources.
And last we scan the resource file loaded by the user.
And various house keeping chores.
Download at
http://sourceforge.net/projects/rfxtools/
Thanks
Terry & Co
Equity_XL Version V1.01.6c 20-September-2013 ( Beta )
Most of the work for this release as been around Extracting textures from Material files and also Sub meshes.
Sub Meshes.
We have added a Section in the file view called Sub_Mesh when loading an Ogre Model many have sub meshes that form the whole of the Model. Equity will spilt them and data for each sub mesh can be viewed when clicked.
Also Options are available to View/Hide sub meshes in the Properties panel.
Textures from Material Files.
Equity now tries to find Textures when loading a Ogre Model in a particular sequence.
First we scan the local folder from where the mesh came from.
If no textures are found we then scan the internal resources.
And last we scan the resource file loaded by the user.
And various house keeping chores.
Download at
http://sourceforge.net/projects/rfxtools/
Thanks
Terry & Co
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- Gnoblar
- Posts: 4
- Joined: Fri Sep 20, 2013 12:43 am
Re: Equity_XL
Hi Terry,
Thanks for this, looks good.
I am trying to load one of my own .obj models and get the following Error pop-up (I have tried several different models with no success, BUT the test models with Equity_XL work fine??):
"warning vertices to mesh"
Unfortunately, this means that I have to use Task manager to shut Equity_XL down.
Any help would be greatly appreciated.
BTW, I'm running Win8 on a Radeon HD5770 and Phenom II X4 840 with 8GB RAM.
Regards
Shando
PS: the models I'm using were originally in .max format, and were converted to .obj by Turbosquid. These models load fine in Carrara 6 & Ultimate Unwrap.
Thanks for this, looks good.
I am trying to load one of my own .obj models and get the following Error pop-up (I have tried several different models with no success, BUT the test models with Equity_XL work fine??):
"warning vertices to mesh"
Unfortunately, this means that I have to use Task manager to shut Equity_XL down.
Any help would be greatly appreciated.
BTW, I'm running Win8 on a Radeon HD5770 and Phenom II X4 840 with 8GB RAM.
Regards
Shando
PS: the models I'm using were originally in .max format, and were converted to .obj by Turbosquid. These models load fine in Carrara 6 & Ultimate Unwrap.
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- Gnoblar
- Posts: 24
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- Location: England
- x 6
Re: Equity_XL
Hi Shando
Sorry took so long to reply I will look at the code tonight what would help is if I could have a copy of you obj file its associated mtl file and its textures. I promise not to let anyone have them or see them. Send link Via PM.
Also I will sort the Error having to stop Equity via Task manager.
When both issues are resolved i will release a new version.
Thanks
Terry and Co.
Sorry took so long to reply I will look at the code tonight what would help is if I could have a copy of you obj file its associated mtl file and its textures. I promise not to let anyone have them or see them. Send link Via PM.
Also I will sort the Error having to stop Equity via Task manager.
When both issues are resolved i will release a new version.
Thanks
Terry and Co.
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- Gnoblar
- Posts: 24
- Joined: Thu Mar 21, 2013 12:35 pm
- Location: England
- x 6
Re: Equity_XL
Hi folks
Equity_XL version 1.01.6g
This has been a bit of a mile stone for us due to Shando problem in the previous post we decided to use Assimp as part of our model loader the problem that Shando had was his model was not triangulated but with Assimp post processing we can over come this by triangulating it.
Also Shando had a problem with where is model actual was so we have worked on centring models at the users choice which also led us down the path to add Translation Rotation and Scale which opens doors for us later down the line.
So we would like to thank Shando for pointing out his problem and the use of his model for testing.
As usual we have been doing bug fixes but the main upgrades have been able to change textures of the selected input format and be able to save the modifications out to Ogre we have also added an new model import format Collada (.dae).
The Translation Position Scale is a bit crude we will improve that.
Loads to do.
We will start to create some tutorials in the next coming weeks so we can start to explain how to use it.
Equity_XL version 1.01.6g http://sourceforge.net/projects/rfxtools/
Equity_XL version 1.01.6g
This has been a bit of a mile stone for us due to Shando problem in the previous post we decided to use Assimp as part of our model loader the problem that Shando had was his model was not triangulated but with Assimp post processing we can over come this by triangulating it.
Also Shando had a problem with where is model actual was so we have worked on centring models at the users choice which also led us down the path to add Translation Rotation and Scale which opens doors for us later down the line.
So we would like to thank Shando for pointing out his problem and the use of his model for testing.
As usual we have been doing bug fixes but the main upgrades have been able to change textures of the selected input format and be able to save the modifications out to Ogre we have also added an new model import format Collada (.dae).
The Translation Position Scale is a bit crude we will improve that.
Loads to do.
We will start to create some tutorials in the next coming weeks so we can start to explain how to use it.
Equity_XL version 1.01.6g http://sourceforge.net/projects/rfxtools/
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- Gnoblar
- Posts: 24
- Joined: Thu Mar 21, 2013 12:35 pm
- Location: England
- x 6
Re: Equity_XL
Equity_XL Update Version Equity_XL V1.01.6i
In this version we have improved the the Scaling Translation of the selected Model Also Sub Groups can now also be Scaled and Translated.
When Equity has started and a Model is load you will notice 2 new buttons on the top bar.
This will bring up the Dimensions Dialog.
From this dialog you can Move/Scale or Centre the Model or Selected Group you can Switch between the whole model or Group by re clicking the top bar menu buttons at any time.
This is not totally complete yet as we need to finish the rotation part and centering for scaling ie the when scaling at the moment the scaled part will also move as it is being scaled and not preserve its centre we are working on both of theses issues now so will update when finished but is its far better than it was.
All changes made via the Dimensions editor can be saved out to the Ogre format.
Thanks.
Terry and Co.
Equity_XL version 1.01.6i http://sourceforge.net/projects/rfxtools/
In this version we have improved the the Scaling Translation of the selected Model Also Sub Groups can now also be Scaled and Translated.
When Equity has started and a Model is load you will notice 2 new buttons on the top bar.
This will bring up the Dimensions Dialog.
From this dialog you can Move/Scale or Centre the Model or Selected Group you can Switch between the whole model or Group by re clicking the top bar menu buttons at any time.
This is not totally complete yet as we need to finish the rotation part and centering for scaling ie the when scaling at the moment the scaled part will also move as it is being scaled and not preserve its centre we are working on both of theses issues now so will update when finished but is its far better than it was.
All changes made via the Dimensions editor can be saved out to the Ogre format.
Thanks.
Terry and Co.
Equity_XL version 1.01.6i http://sourceforge.net/projects/rfxtools/
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- Ogre Magi
- Posts: 1207
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- x 6
Re: Equity_XL
Hey man, this looks really cool.
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- Gnoblar
- Posts: 24
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- Location: England
- x 6
Re: Equity_XL_Draft017
Hi All
Update Equity_XL Version V1.01.6k
Added Rotation in the Dimension Editor. Models or SubGroups can now be rotated XYZ.
Imports Update
When Importing files of type obj MilkShape 3ds Collada Blender a new dialog will open giving you a list of Import Settings.
Remember all this is still in development we are on a leaning curve but as we learn we will pass it on.
We have two stages of development.
Static Models.
This has been the main focus of the development because we have decided to use assimp for various imports formats the storage structure changed to assimps so rather than have several ways to render a Model based on what it is we Convert to Assimp and read from one Structure.
Animated Models (Motions)
We have routines in place and are written for animation side of things we haven't used them yet until the structure of the mesh is All sorted we have to link Vertices to a joint but getting the vertice for bone needs to be in one place/Structure.
Help if you can.
We are looking for some Beta Testers we cant pay you as we no funds but we will include you. And your name will be Credited In Equity About Dialogs and Files/ Documents.
And if any one has the time to do a Wiki thing i will be internal grateful i have tried but its time consuming and not easy to do All Ambiguous.
Thanks
Terry and Co
Update Equity_XL Version V1.01.6k
Added Rotation in the Dimension Editor. Models or SubGroups can now be rotated XYZ.
Imports Update
When Importing files of type obj MilkShape 3ds Collada Blender a new dialog will open giving you a list of Import Settings.
Remember all this is still in development we are on a leaning curve but as we learn we will pass it on.
We have two stages of development.
Static Models.
This has been the main focus of the development because we have decided to use assimp for various imports formats the storage structure changed to assimps so rather than have several ways to render a Model based on what it is we Convert to Assimp and read from one Structure.
Animated Models (Motions)
We have routines in place and are written for animation side of things we haven't used them yet until the structure of the mesh is All sorted we have to link Vertices to a joint but getting the vertice for bone needs to be in one place/Structure.
Help if you can.
We are looking for some Beta Testers we cant pay you as we no funds but we will include you. And your name will be Credited In Equity About Dialogs and Files/ Documents.
And if any one has the time to do a Wiki thing i will be internal grateful i have tried but its time consuming and not easy to do All Ambiguous.
Thanks
Terry and Co
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- Orc Shaman
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- Location: Costa Mesa, California
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Re: Equity_XL
I tried the latest and it looks as though it's coming together nicely. It looks like you already have plans for everything I would want/ expect from a converter/viewer so keep it up Texture locations needs to get in there next
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- Gnoblar
- Posts: 24
- Joined: Thu Mar 21, 2013 12:35 pm
- Location: England
- x 6
Re: Equity_XL
Hi All
Update Equity_XL Version V1.01.6L
First off I would like to apologize I coded the Ogre export Material file wrong the mesh file used Material_01 and so on and the Material file itself used Group_01 and so on so the mesh could not find the correct material I also realized that there was no uniqueness in the naming so ogre will search and find the first material name in its resource so now the format is ModelName_Material_01. Example Cube_Material_01 and so on.
This was an oversight on my part but has now been fixed.
Viewer Ogre Model.
The mesh triangles can be viewed while playing a motion and also a bounding box for the Model.
Viewer General.
Normals can now be visualized for all the Import formats including Ogre Models.
You will start to notice information icons in various places and diologs clicking theses will open an html help file associated with the particular action you are about to take. These are draft Help Files but will be updated and more detail added as we go along.
MilkShape Export.
Work continues and I know there are many that are waiting for Ogre to Milkshape to be completed we are at the stage where Mesh/Textures/Normals and UVs are exported now and Grouped correctly in this version Joints are now exported over the Christmas period we will have a push to add Motions.
Texture Location.
Thanks drwbns for you post if you go to File->Preferences I have add a Section in the Preference Diolag that will allow you to pick a texture location by default Equity will look in the folder it last loaded a Model from. This can be over-ridden by unchecking "Use Import Location" Click the Browse button and add a location now when ever you want to change a texture in Equity two buttons become available.
Model Location and Your Location. Just click the in preferences and i am sure you will get the idea i think this is what you wanted.
Thanks
Terry and Co
Update Equity_XL Version V1.01.6L
First off I would like to apologize I coded the Ogre export Material file wrong the mesh file used Material_01 and so on and the Material file itself used Group_01 and so on so the mesh could not find the correct material I also realized that there was no uniqueness in the naming so ogre will search and find the first material name in its resource so now the format is ModelName_Material_01. Example Cube_Material_01 and so on.
This was an oversight on my part but has now been fixed.
Viewer Ogre Model.
The mesh triangles can be viewed while playing a motion and also a bounding box for the Model.
Viewer General.
Normals can now be visualized for all the Import formats including Ogre Models.
You will start to notice information icons in various places and diologs clicking theses will open an html help file associated with the particular action you are about to take. These are draft Help Files but will be updated and more detail added as we go along.
MilkShape Export.
Work continues and I know there are many that are waiting for Ogre to Milkshape to be completed we are at the stage where Mesh/Textures/Normals and UVs are exported now and Grouped correctly in this version Joints are now exported over the Christmas period we will have a push to add Motions.
Texture Location.
Thanks drwbns for you post if you go to File->Preferences I have add a Section in the Preference Diolag that will allow you to pick a texture location by default Equity will look in the folder it last loaded a Model from. This can be over-ridden by unchecking "Use Import Location" Click the Browse button and add a location now when ever you want to change a texture in Equity two buttons become available.
Model Location and Your Location. Just click the in preferences and i am sure you will get the idea i think this is what you wanted.
Thanks
Terry and Co
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- Orc Shaman
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- Location: Costa Mesa, California
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Re: Equity_XL
Thanks for the update. The texture location feature works well. The dae import feature ends up not loading any textures though, so the model is completely textureless, which is tedious to remap all the textures. I'm not sure about the other import formats.
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- Gnoblar
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- Location: England
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Re: Equity_XL
Thanks drwbns
I am sure its an oversight on my part i will test textures and post new update when done.
Thanks
Terry
I am sure its an oversight on my part i will test textures and post new update when done.
Thanks
Terry
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- Orc Shaman
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Re: Equity_XL
No problem, it's nice to see some work being done in the model import/export department I'll keep testing as you release
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- Gnoblar
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Re: Equity_XL
Thanks
much appreciated.
Terrry
much appreciated.
Terrry
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- Gnoblar
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Re: Equity_XL
Hi Folks
Just a quick up date most of the work has been internal due to motions.
Added A full screen button and Recent files list and Import for Milkshape Animated models.
Equity_XL V1_01_6N
Download at
http://sourceforge.net/projects/rfxtools/
Just a quick up date most of the work has been internal due to motions.
Added A full screen button and Recent files list and Import for Milkshape Animated models.
Equity_XL V1_01_6N
Download at
http://sourceforge.net/projects/rfxtools/
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- Orc Shaman
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- Location: Costa Mesa, California
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Re: Equity_XL
Could you add an option allowing for multiple locations for textures? And also a search subfolders option for textures would make importing a lot easier. Thank you!
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- Gnoblar
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Re: Equity_XL
Hi drwbns
Do you mean when you load a Model say .obj instead of looking in the directory where the model is have an options to select a another folder and its sub folders for the texture on load.
Thanks
Terry
PS
Sorry for the delay in response be away on holiday.
Do you mean when you load a Model say .obj instead of looking in the directory where the model is have an options to select a another folder and its sub folders for the texture on load.
Thanks
Terry
PS
Sorry for the delay in response be away on holiday.
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- Orc Shaman
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Re: Equity_XL
Yes, that's exactly what I meant. Sorry for the delay in replying!
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- OGRE Contributor
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Re: Equity_XL
Can this tool take an fbx and output a mesh, material, and skeleton?
Creator of QuickGUI!