Equity News
Posted: Fri Aug 28, 2009 2:48 am
Over the next day or two we will clean up the Equity topic section in the forum.
So I have started this new topic called Equity news we will use this new post to keep you informed on how things are going.
Well the news
We have been busy with Equity 6.1.0 and will be released in the next couple of weeks or so or possible with the reality factory 0.80 release. Need to speak to QoD first.
What’s new.
RF1 to RF2/Ogre
In preparation for RF2 we have concentrated on the Ogre side of things now Equity will create a Ogre xml file and a .mesh .skeleton and script file and provide all the necessary textures and motions all in one folder for you also we provide an option to export directly to 3 folders of you choice so the .mesh .skeleton textures and script can go directly to you RF2/Ogre folders.
RF2/Ogre to RF1
We can now read then Ogre xml format or the .mesh . skeleton also textures and the material script directly into Equity. The one limitation to this is weighted vertices use non-weighted vertices if you can, as the RF engine does not support them they will still load and Equity will try to normalize them if possible.
Sequencer
We have a Sequencer now in Equity that can split and combine motions into one single motion so new motion can be created from old ones.
Scaling
Scaling as been improved now not just to cover static actors but also ones with motions and will scale the motions and the bounding box to suit. We also now provide a way now to see the actors bounding box in Equity.
The main aim of this release is to provide a way to convert RF1 actors to RF2 so none of you actors need to be redone or lost we have done extensive trials not only with Ogre but Applications that use the Ogre Engine NeoAxis, Ogitor and Ogres CEGUI Mesh Viewer we have taken Virgil to these formats and I might add felt strange to see Virgil outside of RF1 but motions scaling bounding box and textures all work.
The one thing we have not been able to do is weighted vertices this is not a problem going from RF1 to RF2 but as RF2 comes on line we need to be able to handle them so Equity will start to use the Ogre Engine API after this release so we can deal with them and provide weighted vertices.
Any comments questions feel free to post
Thanks
Terry
So I have started this new topic called Equity news we will use this new post to keep you informed on how things are going.
Well the news
We have been busy with Equity 6.1.0 and will be released in the next couple of weeks or so or possible with the reality factory 0.80 release. Need to speak to QoD first.
What’s new.
RF1 to RF2/Ogre
In preparation for RF2 we have concentrated on the Ogre side of things now Equity will create a Ogre xml file and a .mesh .skeleton and script file and provide all the necessary textures and motions all in one folder for you also we provide an option to export directly to 3 folders of you choice so the .mesh .skeleton textures and script can go directly to you RF2/Ogre folders.
RF2/Ogre to RF1
We can now read then Ogre xml format or the .mesh . skeleton also textures and the material script directly into Equity. The one limitation to this is weighted vertices use non-weighted vertices if you can, as the RF engine does not support them they will still load and Equity will try to normalize them if possible.
Sequencer
We have a Sequencer now in Equity that can split and combine motions into one single motion so new motion can be created from old ones.
Scaling
Scaling as been improved now not just to cover static actors but also ones with motions and will scale the motions and the bounding box to suit. We also now provide a way now to see the actors bounding box in Equity.
The main aim of this release is to provide a way to convert RF1 actors to RF2 so none of you actors need to be redone or lost we have done extensive trials not only with Ogre but Applications that use the Ogre Engine NeoAxis, Ogitor and Ogres CEGUI Mesh Viewer we have taken Virgil to these formats and I might add felt strange to see Virgil outside of RF1 but motions scaling bounding box and textures all work.
The one thing we have not been able to do is weighted vertices this is not a problem going from RF1 to RF2 but as RF2 comes on line we need to be able to handle them so Equity will start to use the Ogre Engine API after this release so we can deal with them and provide weighted vertices.
Any comments questions feel free to post
Thanks
Terry