#keyscript not nodefetch
9 messages in this thread
Jonas,
Sorry to bother you again today-
Martin (writer of Keyscript) had suggested that to accomplish what you proposed
will require a 10 -20 line script vs your "couple of lines". Is the INSIDE
3ds4 the only reference you can suggest for creating the script that I seek? I
fully realize that I may be in over my head here. I thought I was in over my
head back in Feb too. I guess I kind of wished I'd come out of that
experience knowing what I need to know now instead of how to substituted for
nodefetch output only.
Any suggestions that don't involve instruments of violence would be helpful.
Thanks
Jeff
Hi Jeff,
<<.. I guess I kind of wished I'd come out of that experience knowing what I
need to know now instead of how to substituted for nodefetch output only…>>
Nodefetch really is a good place to start. It reads an ascii file containing
all possible TrackInfo data. Your data may only require a small portion of this
scripts capabilities. Your challenge may be to either modify Nodefetch to match
the format of your data in the ascii file or to modify your ascii data to match
the expectations of nodefetch.
One of the initial challenges that all programmers must face is a formal review
of the problem that you are trying to solve through a program and the data
structures and control flow options available with different languages that you
can choose from. In this case, the laguage is basic like.
Since you are not a programmer, you may want to pick up a book on Basic
Programming so that you can learn some programming fundamentals. In addition,
you should review the scripts that shipped with R4 and slowly review them line
by line with the manual.
If you still are at a loss, then you may want to hire one of the many
individuals that have uploaded scripts to the script section of the library to
write the script for you.
jonas[adesk]
Jonas
>>modify your ascii data to match the expectations of nodefetch. <<
Is this not what I did last time by putting my ascii file data in a move,
node,x,z,y,frames format and executing nodehold ?
I appreciate your patience with my inexperience. I will consult some basic
resources as I have the time. Unfortunately I am under a deadline and I
thought I could get by on what I learned the last time I ( Quasi)-used
keyscript. That animation helped this client avert a multimillion dollar
settlement for his client.
Tell me if what I described above is not a modification to the ascii data so
that nodefetch will accept it. Ah, but this still creates a nodefetch
situation that is over 10000 lines which invariably will crash 3ds according to
Martin D.
Who might I contact about hiring to prepare the simple script that I need this
time?
Much thanks
Jeff
Hi Jeff,
<<..a nodefetch situation that is over 10000 lines which invariably will crash
3ds according to Martin D..>>
I believe Martin was stating that the problem was a *.k3d that was greater than
10,000 lines and not a 10,000 line ascii file.
<< Who might I contact about hiring to prepare the simple script that I need
this time? >>
Just post a request right here in this section and see who answers or send
e-mail to the individuals that have posted scripts into the script sections.
jonas[adesk]
Thanks Jonas,
I think we may have been talking around my problem after all. So you are
saying that I will be able to edit a 10000+ line ascii file so as to make it
consistent with what nodefetch reads.- essentially what I did before!
As it is I am putting together an ascii file the is formatted move, node,
x,z,y,frame to be read by nodefetch .k3d.. This .asc will be over 10000lines
long- you say this will work.
Next question- if this works and I generate a path over 10K frames, what
problems will I encounter if I try to use said path to extrude a shape along it
to create a static object for use in the 10K+ frame animation? Do I need to
worry about exceeding the polygon limit for what is basically a 2d presentation
of the required data?
Thanks again –
Jeff
Jeff,
Aren't you really trying to take an object and show it's movement over
time (through the 10,000 frames) along the path? This would not increase the
polygon count. If you need other objects to appear relatively motionless with
respect to the moving objects, they could be hierarchly linked to the moving
object(s).
Kevin Krell – Computer Support Associates
kevin
let me ammend my last reply:
I mean the road will have a high number of vertices and faces not polygons.
Because of the length of the animation approx 10800frames (6 minutes) I am
naturally concerned about rendering time. The whole presentation has to be on
tape in less than eight days. Naturally I don't want an object that 3ds has
trouble with because of sheer # of faces. I need rendering times to be under
20 sec/frame.
Do you follow? Any suggestions or alternatives to extruding a polygon along
the path would be appreciated.
Thanks again for your interest.
Jeff
Jeff,
<< Do I need to worry about exceeding the polygon limit for what is basically
a 2d presentation of the required data? >>
You are limited by 64K vertices and 64K faces.
<<..anything else..>>
You may want to break up your task into several project files that represent a
smaller frame count. The fewer keys keyscript creates and saves back into the
scene, the faster your productivity.
<< 8 days left >>
Best of luck!
jonas[adesk]
Jonas,
Thanks for keeping up today.
Jeff