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DEV. question about obj creation/edits
Posted: Sun Jun 19, 2011 1:19 pm
by 1
If i create an .obj in blender-64 would that be usable in the aeon-32 object sections?
or do I need to download and install blender-32 for the object to be recognized by aeon-32?
and is there going to be a aeon-64 at any point or maybe a conglomerate of the programs all together?
Bill
Posted: Mon Jun 20, 2011 6:15 pm
by m2c
Hi Bill,
Yeah, blender64 should export .obj files similarly to blender32 - I think blender64 would work fine for creating objects to be used in Aeon.
I wouldn't expect any real performance gains in creating 64bit Aeon - the current bottlenecks are python and gpu use. Compatibility rather than speed is the main reason to consider 64bit development.
By a 'conglomerate', do you mean G-Force/WhiteCap/Aeon combined into one engine? That is unlikely, as the engines used are each unique.
If you have any questions about content dev, please ask or PM me!
Mike
Posted: Mon Jun 20, 2011 6:47 pm
by BTT
Mike
PM is not enabled on this Board.
Regards BTT
Posted: Tue Jun 21, 2011 9:14 pm
by 1
I was thinking of a sharing or combining of obj. 's and palettes between G-Force/Aeon they seem to use the same kind of objects and palettes would this be possible?
//aside
I think the The Kinemorphic 3D Screen Saver has an object edit mode that is really easy to understand. compared to the game engine in blender, although I have not started up the old
http://www.synthesoft.com/default.htm programs in a few years now. I might dig them up for object creation rather then learn blender. I am wondering what you recommend?
//aside
Bill
Posted: Wed Jun 22, 2011 12:07 pm
by BTT
Hello 1
I can answer part of your question regarding ColorMaps. You can use any G-Force ColorMaps with Aeon.
You will have to wait for Mike to answer your other questions.
Regards BTT
Posted: Wed Jun 22, 2011 12:16 pm
by m2c
Thanks BTT :}
Only Aeon can load .obj files, but Aeon/G-Force use similar color palettes.
As far as object creation, I don't think the screensaver you linked has the ability to export .obj files. Blender does have a bit of a learning curve, as its interface is a bit non-intuitive, but after a few tutorials it starts to grow on you, and allows objects to be made relatively quickly. Note that you don't need to use the blender game engine, just the blender modeling interface. Let me know if you have any Qs about the blender interface/exporting.
There might be other (free?) 3d programs out there that support exporting to .obj files, like 3d studio max (they might have a free version?).
palette objects,
Posted: Fri Jun 24, 2011 3:12 pm
by 1
BTT: thanks already put the free palates from G-force into Aeon also put the objects,,?
m2c: I am guessing that the objects did not work in the Aeon interface machine? but I will let you know about how I am doing with blender obj. creation, I am going to guess that the gravity and/or friction sorta functions on objects is for gaming? If I am reading it right,?
Bill
Posted: Mon Jun 27, 2011 2:07 pm
by m2c
Yeah, grav/friction are probably for blender's game engine or physics simulation. The only data Aeon uses in .obj files are vertex coordinates, normals, and texture coordinates.