So I figured out yesterday that I am able to get the process to work with all quads as well. Yesterday, I tried to get the head to work, but that didn't work so well, but yesterday I was able to get the entire right leg to work, with textures and all. I am stepping my way through the body and trying to figure out which body part Haptek doesn't like. I am trucking away and want to give this idea a full try before i resort to using a Haptek model and morphing it. Still trying to figure out some stuff with Maya!!
Toni
Wednesday, January 20, 2010
Friday, January 15, 2010
Poser Child into Haptek [ Trial 1.1]
Tip 1: Haptek does not like an .obj file exported from Maya. Maya does something funny with their .obj files, they do not enter after every line, which is what I think Haptek doesn't like.
Tip 2: Haptek does like .obj files exported from Poser. Poser .obj files are in the correct format.
Tip 3: Haptek only likes to work with Triangles and Quadrilaterals and for some reason it likes when you only use triangles or quads, not both at the same time.
I tried exporting the entire child model from Poser and dragging it into HapDeltaSetMaker and this does not work. I believe that this is because the Poser child is roughly 76000 polygons and because Poser uses triangles and quadrilaterals together. Since, I can not reduce polygons or triangulate in Poser, I exported the Poser child as an obj file and then I imported it into Maya. In Maya, I am able to reduce polygons and triangulate them. There is a triangulate button and a reduce button. Easy trick Lauren showed me was to set the properties of the reduce option to triangulate before reduction, therefore it is done all in one step.
After finished reducing, I export the child back into an obj file. I then have to import that new obj file back into Poser. Once in Poser I must export it back into an obj file. This will put the file into the proper obj format that Haptek like.
Then I dragged the new obj file into HapDeltaSetMaker and Haptek recognizes it. The obj file will come up white, since there isn't a texture map given to it. All you have to do then is drag the texture map into the same window and it will apply it to the obj.
I tried to start off with the whole body at first and I could not get this to work, so I decided to start smaller and see if I could just get all the steps to work. So far I have been able to go through all the steps with the left eyeball of the Poser child. The eyeball was originally almost 1200 polygons and I was able to get it down to about 300 polygons. I was able to get it into Haptek and the appropriate texture. Here is a picture of just the eyeball in Haptek.


Now, I am going to try to start a little bigger and see if I can get the head to work and then work down.
Tip 2: Haptek does like .obj files exported from Poser. Poser .obj files are in the correct format.
Tip 3: Haptek only likes to work with Triangles and Quadrilaterals and for some reason it likes when you only use triangles or quads, not both at the same time.
I tried exporting the entire child model from Poser and dragging it into HapDeltaSetMaker and this does not work. I believe that this is because the Poser child is roughly 76000 polygons and because Poser uses triangles and quadrilaterals together. Since, I can not reduce polygons or triangulate in Poser, I exported the Poser child as an obj file and then I imported it into Maya. In Maya, I am able to reduce polygons and triangulate them. There is a triangulate button and a reduce button. Easy trick Lauren showed me was to set the properties of the reduce option to triangulate before reduction, therefore it is done all in one step.
After finished reducing, I export the child back into an obj file. I then have to import that new obj file back into Poser. Once in Poser I must export it back into an obj file. This will put the file into the proper obj format that Haptek like.
Then I dragged the new obj file into HapDeltaSetMaker and Haptek recognizes it. The obj file will come up white, since there isn't a texture map given to it. All you have to do then is drag the texture map into the same window and it will apply it to the obj.
I tried to start off with the whole body at first and I could not get this to work, so I decided to start smaller and see if I could just get all the steps to work. So far I have been able to go through all the steps with the left eyeball of the Poser child. The eyeball was originally almost 1200 polygons and I was able to get it down to about 300 polygons. I was able to get it into Haptek and the appropriate texture. Here is a picture of just the eyeball in Haptek.


Now, I am going to try to start a little bigger and see if I can get the head to work and then work down.
Tuesday, January 12, 2010
the vr_walking project
The code base for our current prototype for the virtual patient project is from an old project called vr_walking. I've retitled it "VirtualPatient" and taken out some things we won't need for that project and uploaded it to our svn repository at:
https://free2.projectlocker. com/ClemsonVEGroup/ VirtualPatient/svn
(password protected, e-mail me if you have problems)
Today I'm working on getting the project into a slightly more manageable structure and on reading through the code so that I understand it before we go poking around making changes in it.
From what I can tell, the only two code files we need to go poking around in are the script.cpp and VR_walking.cpp files. The rest have to do with image and .obj reading, writing, and manipulation, joystick controls, and that kind of thing. Hopefully I'll be able to rearrange the project in order to make it easier to understand what should and shouldn't be modified.
https://free2.projectlocker.
(password protected, e-mail me if you have problems)
Today I'm working on getting the project into a slightly more manageable structure and on reading through the code so that I understand it before we go poking around making changes in it.
From what I can tell, the only two code files we need to go poking around in are the script.cpp and VR_walking.cpp files. The rest have to do with image and .obj reading, writing, and manipulation, joystick controls, and that kind of thing. Hopefully I'll be able to rearrange the project in order to make it easier to understand what should and shouldn't be modified.
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