Import 3D models from AC3D in OpenGL-ES on iOS - opengl-es

Lately i have got a task to import a 3D model which is created in AC3D into my OpenGL-ES application. Unfortunately im quite lost where to look and what to choose.
The 3D model consist of 6 objects, which should be individually controlled.
I have been looking at different type of readers, such as Wavefront etc. but i dont seem to get the proper implementation into my current project.
Anybody you can point me a little in the right direction?
Thanks in advance.

Feel free to have a look here https://github.com/epatel/ac3dreader
and this page about using it http://www.memention.com/ac3dreader/usage/

Related

Monogame Extended Tiled

I'm making an isometric city builder using Monogame Extended and Tiled. I've got everything set-up and now i need to somehow access the specific tiles so i can change them at runtime as the user clicks on a tile to build an object. The problem is, i can't seem to find a "map.GetLayer("Layername").GetTile(x,y) or .SetTile(x,y) function or something similar.
Now what i can do is edit the xml(.tmx) file which has a matrix in it that represents the map and it's drawn tiles. The problem with this is that i need to build the map in the content pipeline again after editing for the changes to be displayed. I can't really build at runtime or can i?
Thanks in advance!
Something like this will get you part way there.
var tileLayer = map.GetLayer<TiledMapTileLayer>("layername");
TiledMapTile tile;
if(tileLayer.TryGetTile(x, y, out tile))
{
// do something with tile
}
However, there's only a limited amount of things you can actually do with the tile once you've got it from the map.
There's no such thing as a SetTile method because changing tile data at runtime is not currently supported. This is a limitation of the renderer, which has been optimized for rendering very large maps by building static geometry that can't be changed once it's loaded into the graphics card.
There has been some discussion about building another renderer that would handle dynamic map changes but at this stage nothing like that has been implemented in the library. You could always have a go at implementing a simple renderer yourself, a really basic one is not as hard as you might think.
An alternative approach to dealing with this kind of problem might be to pre-process the map data before giving it to the renderer. The idea would be to effectively separate the layers of the map that are static from those that are dynamic and render the dynamic tiles as normal sprites. Just a thought, I'm not sure about the details of how this might work.
I plan to eventually revisit the Tiled API in the next major version of MonoGame.Extended. Don't hold your breath, these things can take a lot of time, but I am paying attention to the feedback and kinds of problems people are experiencing with the existing API.
Since the map data is stored in a XML (or csv) file which runs through the Content Pipeline you can not change it at runtime.
Anyways, in a city builder you usually do not change existing tiles but you place object on top of existing tiles.

Exporting Wrap Deformed object from Maya to unity

I would like to know if we can somehow export wrap deformed object from Maya to unity 3d because rigging at the moment is causing some serious problems. If i could somehow export a wrap deformed object to unity3d then it would literally save a lot of work.
Lemme know if anyone knows anything about it.
Cheers!!
from my experience unity won't support custom deform objects. So you probably need to consider converting them to a skincluster there few scripts available to be able to do this. But probably you need to adjust according to your needs. Check it here

3DS Max - How to display bones as floating objects instead of lines beneath a mesh?

So I downloaded a rigged model for 3DS Max and it had something I'd never seen before. Bones as globes and rings floating outside the mesh for easy access and convenience instead of having to constantly access the object hierarchy or switch between layers to make sure everything is animating properly. How do I set up a model like this, or change a model rigged with regular lines between points as bones into a model like this?
Rigged model with bone "helpers?"
I see you are new here, but this website is for purely programming related questions. How to use any particular software is not the focus of this particular website.
I would suggest you take 3dsmax questions to cgtalk.com or perhaps as well to autodesk's own support website. Hm... looks like their old website for discussion forums, www.the-area.com doesn't work anymore. But I found this link: http://forums.autodesk.com/t5/3ds-max/ct-p/area-c1

create a simple (and visible!) UI slider in Unity 5

![enter image description here][1]please I need some help, this should apparently be something very simple and basic to do, but maybe I'm missing something.
I'm quite newbie to Unity3d, I had no much problem with creating a somewhat flashy 2.D scene (I mean 2D with different layers in Z level), scripts, etc. But I'm having trouble to create a "UI Slider" object: when I create it, it just shows nothing on screen. How can I make it visible? I just need to create a very simple, plain slider whose value can be controlled at runtime by means of a script.
thanks.
Well.. since you give nothing to go on, I suggest that you take a look at a tutorial for the UI:
https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/using-the-ui-tools
If you have troubles after this tutorial, come back with an example of your problem to make people more willing to sacrifice their time in helping you.
Hope this is somewhat useful
Take a look at the Unity3D docs here.
http://docs.unity3d.com/Manual/script-Slider.html
It should have what you are looking for.

What to use for creating custom 3D objects and animations?

I'm used to working with SolidWorks and Catia for 3D object and basic animations but i got a personal project that i work on where i need to build a LASER manufacturing machine and i need to make it look like it is in real life, make zoom inside the machine and see how the light gets polarized as it passes through a crystal, see how the laser beam hits the surface and particles fly of the hit surface,etc.
I thought about Unity Engine but don't know much about this area of 3D and in what program to do the models before importing into Unity, can you guys help me with better solutions ?
Thanks,
Adrian
If you want to use Unity, you can import the following file formats: .FBX, .dae, .3DS, .dxf, .obj (http://docs.unity3d.com/Manual/HOWTO-importObject.html)
From Solidworks, you can export as an STL, then import the STL into a 3d Application (ex. Blender), and in Blender you could export the model as an FBX.
I think you're able to achieve more in terms of animation with unity. You can design your model documents in SolidWorks or CATIA and save them in IGES (neutral format).

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