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VP10 is here (beta)

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#1901 fuzzel

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Posted 15 May 2015 - 04:16 PM

Hehe I know what's good for you :D

#1902 fuzzel

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Posted 15 May 2015 - 04:31 PM

Serious, I'm planning to overhaul the importing of meshes. One workflow should be to export a table and import it into Blender. Then model other objects and export it and when importing this mesh into VP you can decide if it should be placed at the absolute or relative position on the table. That should make the layout procedure much easier (I hope;) )

#1903 freneticamnesic

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Posted 15 May 2015 - 05:35 PM

:love39:

That's going to be great

I spent 15 minutes positioning, scaling, adjusting an individual object last night! Came up with the scale of x/y/z 1875. Who'd have guessed!!!



#1904 kiwi

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Posted 15 May 2015 - 06:09 PM

An error prevents me to export the obj file: "Unable to create obj file!"

 

Thanks so much for this incredible new feature, and for everything else.
I hope I can use it as soon as possible.

 

Max



#1905 fuzzel

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Posted 15 May 2015 - 06:32 PM

Oh sh*t I left some test code in the last revision. I will fix that asap. Meanwhile you can create a folder in "c:\Models" and VP will export the table in that directory as "test.obj"



#1906 kiwi

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Posted 15 May 2015 - 06:50 PM

Oh sh*t I left some test code in the last revision. I will fix that asap. Meanwhile you can create a folder in "c:\Models" and VP will export the table in that directory as "test.obj"

Yes, this works!
Now I have to figure out how to display the mesh with blender, the scale seems a little big.

 

Thanks

 

Max



#1907 fuzzel

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Posted 15 May 2015 - 06:54 PM

ok rev1976 is up.

 

- fix the bug of not opening the save dialog when exporting the table

- the playfield mesh is exported too

 

And here is a screen shot how it looks like when you export the Victory table and import it into Blender ;)

 

Attached Files



#1908 hmueck

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Posted 15 May 2015 - 07:17 PM

I don't get the blender export thing. You finish the table in blender, then what? Import the table back into VP as one huge primitive?
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1909 fuzzel

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Posted 15 May 2015 - 07:51 PM

No the other way around. You have the table in VP, export it as a huge obj file and import it into Blender. After that you can use Blender to do additional layout things or placing new primitives. When done export just the new primitive as .obj file and import it in VP. The new absolute/relative position isn't finished yet. This export thing is actually the same type of thing when you import a FP table into Blender (for now).



#1910 dark

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Posted 15 May 2015 - 08:07 PM

Serious, I'm planning to overhaul the importing of meshes. One workflow should be to export a table and import it into Blender. Then model other objects and export it and when importing this mesh into VP you can decide if it should be placed at the absolute or relative position on the table. That should make the layout procedure much easier (I hope;) )

This is how I've laid out a lot of 3D elements for a few tables now, but I've always relied on authors to make FP model guides as a starting point, what you propose to do would indeed make things much easier, thanks for this.


I don't get the blender export thing. You finish the table in blender, then what? Import the table back into VP as one huge primitive?

What I have been doing is making the ramps for a table based off the authors FP model ramp (guides) and then from there I can plot out other elements like gates and spinners, signs, ramp helpers, screws etc etc.

 

Once you have the ramps lined up you know everything else you build around them will also line up on the table so you export all the objects placed where you want in the 3D environment then what you can do is copy paste the primitive ramp in VP then in options import your new mesh and it will place it using the same positioning as the ramp.   The only down side to this is it will throw the pivot point of your objects way off since pivot points of an object are based off the world axis when exported as an obj.



#1911 hmueck

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Posted 15 May 2015 - 08:07 PM

I understood correctly. With "Export blender " i meant the VP Funktion "Export to blender".
So you add primitives in blender, Export them and import them in VP. Why not import them directly in VP?
Oh. Okay, maybe you Need to resize stuff?! Hmm... But you can resize stuff in VP. Hmm...
I also don't know why you Import FP tables in blender. I'm probably just the wrong audience. :)
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1912 gtxjoe

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Posted 15 May 2015 - 08:22 PM

Now I am confused ;)



#1913 ICPjuggla

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Posted 15 May 2015 - 08:52 PM

I'm really confused.... lol

Anyway, thx fuzzel this new feature will really come in handy and help out a lot in the long run.... It might even help out with mesh ramps the most, if I'm understanding correctly how this is going to work.. I'm going to have to play with it this weekend maybe or when I have some free time witch seems to be none lately.. lol

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#1914 gtxjoe

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Posted 15 May 2015 - 09:15 PM

It's the ability to create a 3D blueprint. Should come in very handy for the 3d modelers



#1915 freneticamnesic

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Posted 15 May 2015 - 09:45 PM

I understood correctly. With "Export blender " i meant the VP Funktion "Export to blender".
So you add primitives in blender, Export them and import them in VP. Why not import them directly in VP?
Oh. Okay, maybe you Need to resize stuff?! Hmm... But you can resize stuff in VP. Hmm...
I also don't know why you Import FP tables in blender. I'm probably just the wrong audience. :)

 

You can move and place a object in a 3d environment using blender, export it and it saves the rotation points etc. Then you can import it into VP and it saves that point and imports in the right spot. For example yesterday I had an object I needed to place on the table, but it wasn't simply just importing it and I'm done, I had to import it, rotate it, scale it, and to get the right scale and position took a good 15 minutes of my time. If I had blender I could have done this quickly in the 3d environment, because I can see my results in real time. The VP editor is not a 3d editor so you can only really see x/y movement. You have to guess z movement

 

It will also help immensely with subtle things on the table, like cutting out the bottom of wall guides to allow light through. This is done on real tables (orbit loops and similar) but is rarely done in VP tables. With this, you could export the table and modify the wall to have those cut outs, you can put them in the right spot (because you have the bulbs in blender as well, so you can see exactly where it belongs)


Edited by freneticamnesic, 15 May 2015 - 09:47 PM.


#1916 fuzzel

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Posted 15 May 2015 - 09:57 PM

Another aspect is that you can combine/merge multiple meshes into just one without the need of collections. As I said it earlier today's graphics cards are monsters when it comes to throughput but lack when you render dozens of small meshes with the same texture again and again. Finding the right position, scaling and orientation is much easier in Blender or 3DSmax than in VP

#1917 hmueck

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Posted 15 May 2015 - 10:20 PM

It seems VP is nearing the point where you need to be a 3D artist to create tables on the current level people are expecting.
That would mean i either have to take lessons in blender or i'm out of the game.
I had a similar feeling with VP9.1.6, when primitives become populare, but now 3D is everywhere.
VPX0beta tables: 29cff786951ed9c1a70fc1fa47f5e3c1.png 0cecd68ffa2537a7262337834a05bbbe.png Finish them if you like!

#1918 randr

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Posted 15 May 2015 - 10:33 PM

Love models I cannot lie. Great stuff

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#1919 bodydump

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Posted 15 May 2015 - 10:51 PM

It seems VP is nearing the point where you need to be a 3D artist to create tables on the current level people are expecting.
That would mean i either have to take lessons in blender or i'm out of the game.


Exactly what I was just thinking.

#1920 freneticamnesic

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Posted 15 May 2015 - 10:52 PM

I can't model a box :(







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