#3ds Mapping Plug-in
8 messages in this thread
Actually, someone who thinks they know how to do this automated mapping need
not know how to do IPASes to try out their algorithms. Just save a 3D Editor
scene as a .ASC file (one of the choices given when you do Save As). The
resulting file can be read by any
At the tail end of your message:
<<The resulting file can be read by any >>
There's no more. I'd like to hear what you were going to say, as I'm not
particularly familiar with ASC files…. YET.
ACK!! I don't know what happened! I'll blame it on WinCIM or CSNav. <g>
Seriously, the message SHOULD have read as follows:
Actually, someone who thinks they know how to do this automated mapping need
not know how to do IPASes to try out their algorithms. Just save a 3D Editor
scene as a .ASC file (one of the choices given when you do Save As). The
resulting file can be read by any ASCII-capable program, including text editors
capable of handling files longer than 64kB (all but the very smallest scenes
will produce pretty big .ASC files, and some DOS editors and the Windows
Notepad are limited to 32kB or 64kB in total file length). You could, for
instance, write a QuickBASIC or Visual BASIC or any other language program that
has facilities for reading lines of text from a text file and passing them to a
string variable for processing. I'm not sure, but I believe TSE (The Script
Extensions) BASIC has such ability, so you could use it to write a mapping
.PXP, but I believe TSE can also handle .3DS files and even the current scene's
objects directly, so there is no need to use .ASC with it. But if you don't
have or know TSE BASIC, you can use just about any other programming language
with the .ASC files.
<< Actually, someone who thinks they know how to do this automated mapping need
not know how to do IPASes to try out their algorithms. Just save a 3D Editor
scene as a .ASC file >>
Hmm… an interesting concept you have there. I'll have to look into how that
might work further. Unfortunately, I don't know enough of how 3DS specifically
manages its data structures at this time to think i could pull it off, unless
something in there explains more about the 3DS data structure.
Which brings up a VERY interesting point – just HOW can I find out more about
3DS' data structures and technical specs? Are there any books out about it?
Thanx…
-jk
Hi Jerome,
<< just HOW can I find out more about 3DS' data structures and technical
specs? Are there any books out about it? >>
Currently The Script Extensions, the 3ds Files Toolkit and the IPAS Toolkit
offer insights into the internal data structures. The Keyscripter in R4 and
it's documentation along with all of the scripts in the Scripts section is a
very good place to start with your quest.
jonas[adesk]
<<Currently The Script Extensions, the 3ds Files Toolkit and the IPAS Toolkit
offer insights into the internal data structures. The Keyscripter in R4 and
it's documentation along with all of the scripts in the Scripts section is a
very good place to start with your quest.>>
Aren't all of those extra packages you need to purchase? Not to sound sheap,
but I'm reluctant to spend much $$$ on development projects for R4 with MAX
just around the corner… Unless, of course, I really NEED to before then <g>
The format of the .ASC file written when you do a 3D Editor/Keyframer Save
As "*.ASC" is pretty much self-explanatory. Check it out.
The .3DS and .PRJ file formats are a bit tricker, but as I said, for just
trying out some algorithms for intelligent mapping, .ASC works fine. Once
you've worked out the algorithms, you may be able to work a deal with one of
the current IPAS developers to develop it into a .PXP and market it, with you
getting a cut.
<< Once you've worked out the algorithms, you may be able to work a deal with
one of the current IPAS developers to develop it into a .PXP and market it,
with you getting a cut. >>
Very true. I will, indeed, have to check out the ASC format. As I said, I can
envision all the algorythms, I'm just not heavily into programming enough to
really even DESIRE to do all the tweeking and debugging to get susch a routine
down just right to market it on my own.
I'll probably wait for MAX before I do much more than just playing with it,
however, becuae I'm certain MAX will have certain types of intelligent mapping
of its own, and GY said there wouldbe controls in MAX to allow you do structure
mapping the way you see fit.
I might put more energy into the development of an ARCHITECTURAL add-on for
3DS, anyways, to bridge the gaps between parametric objects in 3DS, and CAD
accurate shapes and measurements built in AutoCAD.