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I haven't yet completed calibrating the rotation to be absolutely accurate with the texture map, but it is in the general location of cities that are referenced through the World Bank API. You will see the javascript actor from that rotates the sphere (it references an external three.js file that needs to be accessible in the project folder). I have reduced the resolution of the texture maps to fit into under 3mb download.
CHEETAH 3D FORUM PATCH
Kind is the demonstration patch I am working on - not even close to completed. Make a feature request for Isadora to support OBJ files and if that happens, we will all be a couple of steps better off. You will then be left with having to deal with any assigned texture images and perhaps that's where Cheetah 3D comes in. I haven't attempted to use Maya, Cinema4D or VectorWorks to make 3DS files directly, but I would suggest exporting to OBJ and then converting to 3DS using MeshLab. I have also prepared a tutorial file about one technique for using 3D meshes in the 3D Model Particles (starts page 11) : If you want to look under the hood at the patch, send me a private message (there is a chat feature in the top right of this forum). I have made some 3D demonstration patches available through this recent forum post. Exporting as OBJ. Decimating the final mesh in MeshLab to conform to a minimum number of polygons while maintaining the overall integrity of the model - so this is an optimisation step. Reassigning the texture image in Cheetah and saving as a 3DS file with linked texture map for use in Isadora. Modelling and rigging in Blender or Cheetah 3D. So a workflow is possibly going to become efficient using two or three 3D programs to pass the mesh file through. Cheetah works well with Isadora in terms of assigning image files to UV texture maps that can then be automatically found when a 3DS file is imported into an Isadora patch. There has also been an issue with Blender and Isadora in terms of the encoding file paths of associated texture image files.
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Because of this, there is a compromise of either going back to a previous version of Blender with legacy 3ds export, or using another program to transpose from, say, OBJ to 3DS. However, Blender 2.8 does not have 3DS export as yet (although I haven't looked for a couple of weeks). I can recommend an open source application that does a good job of decimating models, to conform to the required polygon count, it is MeshLab: īlender does a better job of UV texture mapping than Cheetah. One thing you will have to get familiar with is getting your 3D vertices and polygons per mesh to conform to the 3DS limit : 65536 If there is a specific issue can you hone it in as there are numerous hurdles at the vertex modelling and texture UV stages that can make the files unusable in Isadora.Īlthough the above linked forum post is from half a decade ago all of the issues associated with the 3D actors in Isadora are still current! Hopefully the following experiences I have had will assist with your process. Please have a look at this post. Have been developing techniques for 3D in Isadora for a while.