IPAS & lib17
9 messages in this thread
I am tring, without sucess, to create a face in the 3d editor with
pxp_create_item(). The create function ruturns OK, but when I go to draw the
new item, 3ds r4 crashes. This happens even if I use pxp_get_item to get an
item's structure, then delete/erase the original item, and then give
pxp_create_item the old item's structure to create a duplicate of it. It even
crashes if I don't redraw the object using the pxp function, but exit my pxp,
and use the menus to "redraw all". In other wor2ds, it seems to create it OK,
but then dies when it tries to show it. If I do all of this and use
pxp_change_item, everything seems to work fine, but I wish to create an
original object-just a simple face. I am using 3ds r4, with the r4 ipas
developer kit and HIGHC v3.11.
I would also like to get on LIB17(the ipas developers section), my dev# is
sw0220.
Are you confident that you're giving valid indexes for the points in the face?
Can you create any other types of items without crashing?
Hi Keith,
<< I am tring, without sucess, to create a face in the 3d editor with
pxp_create_item(). The create function ruturns OK, but when I go to draw the
new item, 3ds r4 crashes >>
Have you modified ..\examples\pxp\r4tst1.c to test your findings? If you can
recreate the crash behavior with this example, I'd want to see the code.
<< access to section #17.. >>
I'll forward your request.
jonas[adesk]
Thank you for your quick response, r4tst1.c helped me solve my problem with
creating new Objects. Now I would like to know if there is anyway to change
the USER view(rotate,pan,zoom) while you are in an ipas. I tried modifing the
Viewport structure(hangle, vangle, cx, cy, and cz), and then
redrawing(gfx_draw_viewport()) the screen, but it just seemed to ignore my
changes. Basically, I have a vector that represents the point-of-view I wish to
have. I want to use this info to adjust the USER view. If I can't do it in an
ipas, can I type it in someplace? Any ideas?
Hi Keith,
<< I want to use this info to adjust the USER view. If I can't do it in an
ipas, can I type it in someplace? Any ideas? >>
Do you have access to section 23 of the library area? There's a file in there
that you may want but it's for registered multimedia developers. Another
possible solution involves the 3DS File Toolkit. Do you have a copy of the 3DS
File Toolkit?
jonas[adesk]
Jonas:
Have you had a chance to try out the IPAS that I sent you? I haven't
sent you the latest because I haven't heard from you.
Alfonso
Hi Alfonso,
<< I haven't sent you the latest because I haven't heard from you. >>
I enjoy using all of the different emerging IPAS's that come my way from the
developer community. Please don't stop keeping me updated. However, I haven't
banged on it enough. I'll try to put a chunk of focused time into it soon..
jonas[adesk]
I am a registered Multimedia Developer, but I don't think I have full
rights yet; that was a request in first message. So, technically I
should have rights to section 23. I also have the 3DS File Toolkit,
but I don't know if I want to go that way. I would really like to be
able to change the view dynamically. I am programming for a 3D input
device, and would like to be able to set my view with it, by
positioning it over the model I am digitizing and setting the USER
view to the orientation of the 3D input device. I may, in the future,
want to do lights and cameras in the same way; I haven't looked into
that yet.
I have another question. Comming from the CAD world, I am used to
right-handed coordinate systems, where X cross Y gives you Z. After
being confussed for a couple of hours, the first time I used 3DS, I
finally figured out that the Z and Y are flipped. Looking through
the manuals, I found that you could change the labels, so I change
them to XYZ instead of XZY. I have been working with it that way
ever since. Now that I am finished with my program, I have to change
them back to XZY, but I don't know how this will affect my program.
In other words, I don't really get the default 3DS coordinate
system. It says that it is a right-handed system, but that doesn't
seem to be true; it really doesn't make any sense to me, could you
please explain it?
Hi Keith,
<< I am a registered Multimedia Developer, but I don't think I have full rights
yet; that was a request in first message. So, technically I should have rights
to section 23. >>
I'm going to check on your access rights to section 23 with Bob Henderson. When
you finally get access, you should check out Rolf's & Gus' viewer source code.
(render.zip)
<< .. I finally figured out that the Z and Y are flipped. Looking through the
manuals, I found that you could change the labels, so I change them to XYZ
instead of XZY. .. In other words, I don't really get the default 3DS
coordinate system. It says that it is a right-handed system, but that doesn't
seem to be true; it really doesn't make any sense to me, could you please
explain it? >>
I'm assuming that you have the IPAS4 toolkit and on pg. 103 the coordinate
system is described. In summary, internally 3ds uses the right-hand-rule and
modifying the external labeling, the internal coordinate system stays the same.
jonas[adesk]