vfxdomain

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  1. Hey boys and gals, i am taking AppLink for LW 11 development project, starting to work on it tomorrow, will write it using python, check the forum for updates!
  2. Yep
  3. Update (check the first post): AutoAppLink functionality added for compatibility with File -> Export to -> Fusion feature in 3D-Coat
  4. Update (check the first post): AutoAppLink functionality added for compatibility with File -> Export to -> Nuke feature in 3D-Coat
  5. Well, it's quite outside of the AppLink's scope, it's a simple tool to allow easier interchange of textured meshes between 3D-Coat and Unity. Also while layered PSD may be very cool for creating textures, Unity is a Game Engine and it needs meshes and textures to me as optimized as possible, so PSD with layers is not an option for the runtime anyways.
  6. ############################################################################################ # # Description: 3D-Coat AppLink for Unity 3D # # Version: 1.00 b3 # # Author: Ilia Zaslavsky <|> Email: vfxdomain@gmail.com <|> Web: http://flavors.me/vfxdomain # # Credits: Realspaik <|> Email: realspaik@gmail.com (Help with Base AppLink & Normal Maps Fix Scripts), Sven Lennartz (Help with AppLink Shader) # # Last Update: 00:15 11/05/11 # ############################################################################################ Installation: Unzip the archive. Install the AppLink_Vxxx.unitypackage as usual ############################################################################################ Usage (AppLink): In Unity choose the mesh (GameObject with MeshFilter on it) you want to edit in 3D-Coat, then run AppLink UI by choosing 3D-Coat AppLink from the AppLink menu. Select 3D-Coat identifier from the dropdown (PerPixel Painting, MicroVertex Painting, UV Mapping etc.) and hit "Send to 3D-Coat" button. Choose the name and save your .OBJ in prefered location. Start 3D-Coat application (or switch to 3D-Coat if it's started earlier), "import object" dialog will pop up, set your options, hit OK and edit imported mesh to your heart content. When done, hit File -> Open in original app in 3D-Coat main menu. Now switch back to Unity, run AppLink and select "Get from 3D-Coat" button to bring edited mesh with textures created in 3D-Coat back to Unity 3D. You can repeat the whole process as many times as needed. ############################################################################################ Usage (Auto AppLink): Now you can send meshes to Unity straight from 3D-Coat, by using File -> Export to -> Unity Unity will be started if needed and mesh will appear in the scene automatically, but you should choose the root of your Unity project's "Assets" folder as .OBJ save location when doing File -> Export to -> Unity, otherwise it won't work. ############################################################################################ IMPORTANT!!! Befoure using Auto AppLink by using File -> Export to -> Unity, you should run "Normal" AppLink at least once from inside Unity, so it could create needed files for the Auto AppLink functionality. ############################################################################################ IMPORTANT!!! Unity does not supports 16-bit TIF files, so choose 8-bit PNG/TGA/BMP or 32-bit EXR as a displacement format. There is no "standard" displacement mapping feature similar to displacement in 3D packages, AFAIK, so if you're exporting displacement from 3D-Coat i am applying it as a paralax/height map in Unity. ############################################################################################ IMPORTANT!!! Unity has the limit of 65K vertices per single mesh, so don't try to export hi-poly meshes to Unity. Also try to keep 1 UV set per mesh (or 2 UV sets if you're going to do lightmapping), remember that Unity is a Game Engine and not usual 3D package, so Hi-Poly meshes with multiple UV sets and multiple textures per mesh wont work. ############################################################################################ Multiupload link: http://www.multiupload.com/R0OF111B5R Vimeo Video Demo: YouTube Video: ############################################################################################ Unity_AppLink_V1.00_b3.zip
  7. ######################################################################### # # Description: 3D-Coat AppLink for The Foundry Nuke # # Version: 1.01 # # Author: Ilia Zaslavsky <|> Email: vfxdomain@gmail.com <|> Web: http://flavors.me/vfxdomain # # Last Update: 15:15 15/05/11 # # Notes: AutoAppLink functionality added for compatibility with File -> Export to -> Nuke feature in 3D-Coat # ######################################################################### Video Demo: ######################################################################### Installation: Put applink folder into your .nuke directory, which is usually located in C:\Users\<USERNAME>\.nuke Backup your existing menu.py and init.py if you have them and then add this line to the init.py file: nuke.pluginAddPath('./applink') If there is no init.py file in your .nuke directory, simply copy and paste init.py from applink folder to the .nuke directory. Once you restart Nuke you will now have the AppLink item containing the tools ( "Send to 3D-Coat", "Get from 3D-Coat" and "Create Auto-AppLink Files") in the Nuke's nodes toolbar. ######################################################################### Usage: To edit Nuke's geometry in 3D-Coat: In Nuke, select geometry node you want to edit in 3D-Coat, then hit "Send to 3D-Coat" from Nuke's nodes toolbar. Choose "3D-Coat Identifier" (depending on what you're planning to do in 3D-Coat with your mesh), set needed options and hit "Send to 3D-Coat". "Delete 'Output to 3D-Coat' Node after exporting" will remove AppLink's WriteGeo node after exporting geometry to 3D-Coat. "Run 3D-Coat" check boxes will start 3D-Coat application for you, so you can start editing your Nuke's geometry in 3D-Coat straight away. Switch to 3D-Coat, import dialog should pop automatically. Set needed options and hit OK. Edit and paint your mesh to your heart content, when done hit "Open in original app" in 3D-Coat's "File" menu. !IMPORTANT! Edit "3D-Coat Exchange Folder", "Geometry Output Path" and "3D-Coat Application Custom Path" ONLY if you need to change the default values, which should work OK. Also you may need to edit this fields if you're running Mac or Linux, the defaults may not work for this OSes in the current version (expect fix very soon). P.S.> AppLink V0.9b fixing (hopefuly) the issue with Mac OS X To get edited geometry and textures from 3D-Coat back to Nuke: In Nuke, hit "Get from 3D-Coat" from Nuke's nodes toolbar. Set needed options and hit "Get from 3D-Coat". Again, edit "3D-Coat Exchange Folder" field only if neccessarry. "Update Selected" will only reload textures and geometries in already existent (and pre-selected) group of nodes created by AppLink earlier. Select existent group's backdrop node prior to running AppLink GUI if you want to use this option. You don't need to set other options in AppLink GUI if you're using "Update Selected" option, just select AppLink group's backdrop node, start AppLink GUI from toolbar button, check "Update Selected" and hit "Get from 3D-Coat". "Replace Selected" will remove selected group of nodes created by AppLink earlier, befoure creating the new ones. Select group's backdrop node prior to running AppLink GUI if you want to use this option. "Get Normal Maps" option will bring normal maps from 3D-Coat if any, despite that there is no normal or bump inputs in Nuke's shaders currently, so only disconnected read nodes will be created. "Connect to Viewer" will connect newly imported DisplaceGeo (or ReadGeo if there is no displacement map being imported) to the first available viewer. ######################################################################### Usage (Auto AppLink): Now you can send meshes to Nuke straight from 3D-Coat, by using File -> Export to -> Nuke menu in 3D-Coat. Nuke will be started if needed, and mesh will appear in the scene automatically within 45 seconds (Use this time to choose export options and to save files in 3D-Coat) If Nuke started earlier, to get geometry and textures you've exported from 3D-Coat via File -> Export to -> Nuke menu use "Get from 3D-Coat" button in AppLink GUI as usual !!!IMPORTANT!!! To use File -> Export to -> Nuke feature from 3D-Coat, you should create files needed for this feature to work, you can do this by hitting "Create Auto-AppLink Files" ######################################################################### Nuke_AppLink_V1.01_Manual_Install.zip
  8. I've made installers for my AppLinks, using Andrew's great template provided here: LightWave 9/10 AppLink Installer: http://www.3d-coat.com/forum/index.php?showtopic=7308&view=findpost&p=57225 http://www.multiupload.com/4QN9DAYNBA Modo 401 AppLink Installer: http://www.3d-coat.com/forum/index.php?showtopic=6945&view=findpost&p=57228 http://www.multiupload.com/LD8WV1064B Modo 501 AppLink Installer: http://www.3d-coat.com/forum/index.php?showtopic=6945&view=findpost&p=58063 http://www.multiupload.com/NII0AUWMUY Fusion 6 AppLink Installer: http://www.3d-coat.com/forum/index.php?showtopic=7144&view=findpost&p=57229 http://www.multiupload.com/C7UV0WBIAW
  9. I've made installers for my AppLinks, using Andrew's great template provided here: http://www.3d-coat.com/forum/index.php?showtopic=7352 So here is AppLink for Fusion 6 installer: Fusion-AppLink V1.06.zip
  10. Here you can download better quality 1024*600 version, it's attached to the post: http://www.vfxtalk.com/forum/3d-coat-fusion-applink-script-t28896.html About assets, unfortunately i can't upload FBX and image sequence, it is not mine, those files from one of Digital-Tutors "Maya and Nuke integration" tutorials.
  11. ################################################################################ # # Description: 3D-Coat AppLink for Newtek LightWave (Layout) # # Version: 1.02 for WIN / 1.03 for OS X # # Author: Ilia Zaslavsky <|> Email: vfxdomain@gmail.com <|> Web: http://flavors.me/vfxdomain # # Last Update: 22:40 29/11/11 # # 3D-Coat Home Page: http://www.3d-coat.com # # Notes: AutoAppLink functionality added for compatibility with File -> Export to -> LightWave feature in 3D-Coat & OS X compatibility fixed # ################################################################################ Installation: Unzip the archive. Copy 3D-Coat AppLink folder with 3dc_applink_gui_GN.lcs, 3dc_applink_autoimport_GN.lcs and 3dc_applink_autocreate_GN.lsc files inside to some place on your HD, C:\Program Files\NewTek\LightWave10.1\support\plugins\scripts (/Applications/NewTek/LightWave10.1/support/plugins/scripts on Mac) for example, or any other folder you're using for scripts. In LightWave (Layout), hit "Add Plugins" button, browse to the directory where you saved *.lcs files and add them one by one. To add UI buttons, select "Edit Menu Layout" from the "Edit" menu of Layout, find 3D-Coat AppLink, 3D-Coat (Auto-Import) and 3D-Coat (Setup Auto-Import) items on the left side and drag them to the prefered location on the right side. Now you can use this buttons to run AppLink scripts from LightWave Layout UI. !!!IMPORTANT!!! "source" folder is included in the archive for those who want to check and/or modify uncompiled ".LS" files, please do so by all means! Any suggestions/improvements from more skilled LScript coders would be gladly accepted! ################################################################################ Usage: In LightWave Layout choose mesh you want to edit in 3D-Coat, then run AppLink UI by hitting 3D-Coat AppLink button you've created, or by using LScript/RT and selecting 3dc_applink_GN.lcs file. In AppLink GUI, select "Import from 3D-Coat" or "Export to 3D-Coat" button, set needed options and hit OK. Switch to 3D-Coat, "import object" will pop up, set your options, hit OK and edit imported mesh to your heart content. When done, hit File -> Open in original app in 3D-Coat main menu. Now switch back to LightWave, run AppLink and select 'Import from 3D-Coat' button to bring edited mesh with textures and maps created in 3D-Coat back to LightWave. You can repeat the whole process as many times as needed. ################################################################################ Usage (Auto-Import): Now you can send meshes to LightWave straight from 3D-Coat, by using File -> Export to -> LightWave menu in 3D-Coat. LightWave will be started if needed, to get geometry and textures you've exported from 3D-Coat via File -> Export to -> LightWave menu hit 3D-Coat (Auto-Import) button or run 3dc_applink_autoimport_GN.lcs script if you have not added 3D-Coat (Auto-Import) button to the UI for some reason. !!!IMPORTANT!!! To use File -> Export to -> LightWave feature from 3D-Coat, you should create files needed for this feature to work, you can do this by hitting 3D-Coat (Setup Auto-Import) button or run 3dc_applink_autocreate_GN.lsc script if you have not added 3D-Coat (Setup Auto-Import) button to the UI for some reason. ################################################################################ !!!IMPORTANT!!! Uncheck "Enable Disp" if you're replacing mesh with Bump Displacement on it enabled! If you're not replacing old mesh (Replace Mesh checkbox off) or replacing mesh without Bump Displacement on it, leave "Enable Disp" checkbox on... ################################################################################ !!!IMPORTANT!!! Do not uncheck "Get Maps Back" and "Get Mesh Back" checkboxes for now, they may behave in unexpected way. I will try to fix in to enable selective updates (only mesh, only textures or both) in the next few days, or i will remove this checkboxes from UI if it is imposible to get them to work correctly... ################################################################################ Multiupload link: http://www.multiupload.com/7GOILM48PG Vimeo Video: ################################################################################ 3D-Coat AppLink-LW_V1.02.zip LightWave_AppLink_V1.02_Manual_Install.zip LightWave_AppLink_V1.03_OSX_Manual_Install.zip
  12. Thanks Andrew, will definitely re-package my applinks with your installer tool.
  13. Thanks for the feedback guys, I'm glad that you like it! Maybe (maybe!) nuke version soon
  14. ################################################################################ # # Description: 3D-Coat AppLink functionality for Eyeon Fusion 6 # # Version: 1.07 # # Author: Ilia Zaslavsky <|> Email: vfxdomain@gmail.com <|> Web: http://flavors.me/vfxdomain # # Credits: Gwynne Reddick <|> Web: http://www.modonize.com # # Last Update: 15:15 15/05/11 # # 3D-Coat Home Page: http://www.3d-coat.com # # Notes: AutoAppLink functionality added for compatibility with File -> Export to -> Fusion feature in 3D-Coat # ################################################################################ Installation: Unzip the archive. Copy 3D-Coat AppLink.py, 3D-Coat AppLink (Auto-Import).py and 3D-Coat AppLink (Create Files for Auto-Import).py files to your Fusion install folder\Scripts\Comp, the path is usually: C:\Program Files\eyeon\Fusion 6.1\Scripts\Comp or C:\Program Files (x86)\eyeon\Fusion 6.1\Scripts\Comp Restart Fusion. ################################################################################ Usage: In fusion, make geometry node (usually FBXMesh3D or Shape3D) you want to edit in 3D-Coat active (selected and active is not the same thing, selected node is blue while active is yellow, so make sure to make geo node active in fusion), then run AppLink UI by hitting Script -> 3dc_applink.py in Fusion menu bar. Select "Import from 3D-Coat" or "Export to 3D-Coat" checkbox and hit "OK". If you choose "Export to 3D-Coat", saving dialog should pop, choose location and name of the output file (without extension, .obj is set automatically), choose "3D-Coat Identifier" in the next dialog window, then in the last "Options" dialog you can choose to skip importing and exporting dialogs in 3D-Coat and pre-select some options. This last step is optional, you can cancel this window and set all needed options inside 3D-Coat. Also you should know that pre-selecting this options and skipping 3D-Coat import and/or export dialogs should work only in 3D-Coat version 3.5.06 and up. After exporting geometry from Fusion via AppLink script, run 3D-Coat (or bring the focus to it's window if 3D-Coat was started earlier), a dialog with options based on your "3D-Coat Identifier" selection in AppLink script should pop up. Set needed options, hit "OK" and edit imported mesh to your heart content, using 3D-Coat's rich toolbox for Texture Painting, UV Editing etc. When done, select "File" -> "Open in Originall App" from 3D-Coat main Menu. Now go back to Fusion, run AppLink script and select "Import from 3D-Coat" checkbox to bring edited mesh with textures and maps created in 3D-Coat back to Fusion. A network of nodes should be created, with color / specular / normals / displacement maps loaders, 2D Texture / Displace 3D / BumpMap nodes for this loaders, assigned to the correct inputs of the Blinn material, which is connected to the material input of the 3D mesh node. You can repeat the whole process as many times as needed. ################################################################################ Usage (Auto-Import): Now you can send meshes to Fusion straight from 3D-Coat, by using File -> Export to -> Fusion menu in 3D-Coat. Fusion will be started if needed, to get geometry and textures you've exported from 3D-Coat via File -> Export to -> Fusion menu choose 3D-Coat AppLink (Auto-Import) item in Fusion's scripts menu !!!---IMPORTANT---!!! To use File -> Export to -> Fusion feature from 3D-Coat, you should create files needed for this feature to work, you can do this by choosing 3D-Coat AppLink (Create Files for Auto-Import) item in Fusion's scripts menu ################################################################################ !!!--- Note about Displacement ---!!! Current version of Fusion does not allows to tessellate imported geometry. When using Displace 3D, keep in mind that it will only displace existing vertices and will not tessellate objects. To obtain a more detailed displacement, increase the Subdivision amount for the geometry that is being displaced (available only for Shape3D nodes, if you're using geometry imported via FBXMesh3D node make sure to pre-tessellate it outside of Fusion if needed). ################################################################################ Video Demonstration: 3D-Coat AppLink-Fus_V1.07.zip Fusion_AppLink_V1.07_Manual_Install.zip
  15. Great idea haikalle! Yep, i saw this behavior once or twice!