All registered user's will receive email notification of any changes to the web page, sample model sets, or new program releases. If you would find this notification helpful, you can join the DMesh Update Notification email list with a simple email. On the other hand, if you do find the program useful and are looking forward to the future enhancements, there is also the option to pre-register for the official version 1.00 release at a significant discount. Please refer to the Registration page for further details. As mentioned, there is currently no requirement to fulfill either of these registration options, but it would certainly be helpful and very much appreciated.
GUI enhancements and extensions ( Version 0.99a changes
- Aug, 2000)
3D Preview
Grid view
MDL GUI
Layer Editing Speed Increase
The removal of a number of internal debugging routines for synchronizing layer changes has resulted in speed increases of 200% to 600% for certain operations. This is most significant when working within layers containing a large number of items, (such as a typical hair layer), or when working with upper levels within a model with a large number of active layers, (such as a typical head model.) The previous debug routines contained a number of memory tracking and validation routines that resulted in the rebuilding of more items than was strictly necessary.
Please note that this speed increase is restricted to changes made to specific items using either the Grid or MDL-Item views. Changes made through the application main menu items, (i.e. the Object:DefineLayers or Object:ModifyItems menu selection's,) will revert to the previous implementation. Adding or deleting items will also revert to the previous implementation, as this is the area most prone to memory allocation errors. Obviously, modifying items in lower layer's will require higher level items to be recalculated, so this task will not benefit as much and will likely be near the low end of the scale depending upon the number of intervening layer's.
As always, this is a beta release, and care should be taken. A great deal of testing has gone into ensuring that these revisions are crash proof, but saving your work often is a prudent and frustration saving measure.
RIB Export Plugin Enhancements
3D Preview
Added an anti-aliased rendering option to the OpenGL preview window. The Preview menu has a new RenderOptions item which enables and controls the amount of anti-aliasing. Turning on anti-aliasing is obviously a little slower, but for those people who have been capturing the Preview image and using it directly, it provides much nicer output for a final image.
(For those unfamiliar with the full meaning of anti-aliasing, see the Anti-Aliasing section below.)
MegaPOV and POV-Ray 3.5 "mesh2" Export Plugin Enhancements
Added a progress and cancel dialog.
When exporting uv coordinates, you can now select between global object uv coordinates or local item coordinates. (see below for additional information)
Texture names can be included with the export. (Note this includes the texture name only! The actual POV/MegaPOV texture will need to be declared in the calling .pov or .inc file prior to including the mesh2 object)
Texture names can be specified perFace or perVertex to support the mesh2 multi-textured triangles option. (Since DMesh doesn't support multi-texture definitions as yet, the perFace and perVertex option's will yield identical results. It was included mostly for testing purposes and for possible use by other scene modelling programs. Using the default perFace option is sufficient for now, and will result in slightly smaller mesh2 files.)
MDL Gui view
Removed some debug code that resulted in extra redraw messages being sent when a control point was selected.
Fixed a bug that occured when the MDL Gui window was opened manually, but no MDL Item was selected.
Displacement Image View
The Layer Select dialog is displayed the first time the window is opened.
Some sizing, properties, and export options were not properly using the local image properties.
Note: This view of the displacement map is still VERY slow, so should be used sparingly. Can be very useful for creating normal or material maps for heighlighting items such as vein's, wrinkle's or gouges, but these are generally created during the final stages.
Miscellaneous Changes
Changed the automatic item naming routines to be 1-based when new items were generated using the replicate button.
Added a DrawFullCurves option to the Properties menu for the grid view. This will draw the items using the full curve information instead of the previous control point based polygon.
Added user overrides for width and center position when creating default items. For example, selecting the NewVerticleItem button, and then simply clicking in the uv grid view without dragging, will result in the default size information being used. This is sometimes useful for creating a new full-sized item for use as a skin layer. A dialog box has been added that will allow you to change the default width and position prior to creating the item.
Anti-aliasing
For those unfamiliar with the full meaning of anti-aliasing, it refers to the removal or softening of jagged edges surrounding computer drawn objects. These result from the relatively large size of pixels on most consumer computer monitor's, and are most noticeable where two neighboring pixels have highly contrasting colors. When this high contrast area continues for any distance, such as along the edge of an object, it becomes very noticeable to the human eye as a jagged line, and hence is commonly referred to as 'the jaggies'.
Anti-aliasing then, attempts to soften this jagged line by reducing the contrast between the neighboring pixels, and thereby create a smoother transition. It is in no way an exact science, but the results are much more pleasing to the eye. All technical details aside, the best way to understand the effect is to view it in action.
When DMesh first starts, the default object is a simple cylinder, and the 'jaggies' effect will likely be noticeable at the top and bottom of the cylinder. Right-click in the Preview window, and select RenderOptions from the menu. Click the Anti-Aliasing check box to turn it on, then click the OK button. The status bar will display the current anti-alias frame being drawn, and once done, the object will be redrawn. The jaggies should be much less pronounced now.
The results are much more noticeable if you turn anti-aliasing off, then pick a nice bright pink background (by using the Properties-Viewport menu item.) The 'jaggies' should be much more pronounced, and even more so if you slightly rotate the object in the x direction. Then turn anti-aliasing back on, and the difference will be much more obvious.
The default of 8 (eight) anti-aliasing passes generally produces decent results, but you can change the number from the RenderOptions dialog box. Setting it to 2 (two) will be much faster, but provides less anti-aliasing, while larger values provide better results but take longer.
As a final note, it is probably best to leave this option turned off during basic modelling activities. When creating or modifying items, the additional drawing passes will result in slower updates. Once these activites are complete, and you wish to capture the image and/or a few frames, then anti-aliasing can be turned on for the final image capture.
Global uv coordinates vs Local Item coordinates:
Individual DMesh items (ie a single strand of hair, an eyebrow, an eyelid, etc) contain their own 'local' uv coordinates. So v will range from 0.00 at the bottom of the hair to 1.00 at the top. Similarly, u ranges from 0.00 to 1.00 across the hair, and is stretched or squished to fit the actual width of the object, which is also dependant upon where, or how far along the hair you are. These are the item-based uv coordinates.
These local item uv's are/can be converted to global coordinates, representing where they rest on the overall object. As an example, consider a hair with it's lower end at roughly the jaw line, and it's other end at the top of the head. In local item uv coordinates then, v=0.00 would be at the lower end of the hair and progress to1.00 at the upper end. In global uv space, the lower end of the hair would be at roughly v=0.25, since the jaw is part way up the overall face object. Same for the u component, which would range from 0.00 to 1.00 within the span of the hair, but would cover some fairly small span of u values in global uv space.
Please note that item-based uv coordinate directions are reliant on the type of item. For verticle items, v ranges from 0.00 at the bottom to 1.00 at the top, while u progresses from left to right. For horizontal muscles, u and v are reversed, so that v goes from left to right, and u goes from bottom to top. Basically, the idea is that v follows the 'direction' of the item, and u progresses 'across' the item. For point muscle, v goes 'around' the object, and u increases from the middle of the item to the outer edge.
3D Preview
Added an option to change the default background color for the 3D Preview. From the Viewport dialog, you can set the background color(s) for both the Perspective and Orthographic views.
MDL GUI view enhancements
Initial implementation of undo and redo for mouse and/or keyboard changes to curve control points.
Added a context menu item to allow equalizing all selected points. The displacement value of all selected points will be set to the lowest, highest or average of the selected points.
Added highlighting for the selected/active pane.
Added keyboard commands for moving between the panes. Use the [Tab] and [Shift-Tab] keys to move between panes, and the [Ctrl] 1,2,3,4 keys to select specific panes.
Tooltips were not displaying properly.
UV-Map / Grid View
Added the option to include a background image.
MDL items can be drawn filled or transparent. Useful when using the new background image option.
Fixed outline drawing - it wasn't always right if the width curve(s) had more points than the center curve .
Two new plugin shapes have been added to the standard cone, sphere, plane and disc shapes. These are experimental at the moment, so any comments would be appreciated.
SuperQuadric ellipse (round edged boxes and/or pointy star shapes)
SuperQuadric torus (tires and/or other 'edged' toric based objects.)
The exponents can be individually set for both the u and v directions.
The scaling extents can be set independently for the xyz directions.
The major radius defines the size of the sphere or torus.
The minor radius is used only for the torus, and defines the radius of the ring section itself.
For those not familiar with SuperQuadric shapes, the exponent values determine how rounded or squarish the shape is. The default value for both is 2, which produces the standard sphere or torus. Values larger than 2 will 'bulge' the corners to produce a more squarish shape, while smaller values will squish the shape inward, and produce a pointier object. Here are some interesting values to try for the exponents: 10, 5, 2, 1.2, 1.0, 0.77, 0.59 (set both exponent's to the same value to get the initial feel for the shape's, and then try using different values for each.)
Miscellaneous Changes
Now saves the current 3D Preview state when the file is saved. When the file is next opened, it will be shown using the viewing parameter's that were in effect when saved.
Added a new muscle height type of offset vs scale. Useful for items such as hair or flower petals.
Added a new bend type. This bends the object through an elliptic arc rather than the more linear bend of the original type. Will make any existing 'bent' models look nicer, (unless you really want the linear bend look,) but still has the previous limitation's. (see the known bug's section below)
Some new documentation pages have been added that contain a summary of the mouse and keyboard options available for the main views.
Known Bugs
Horizontal and point muscles don't always wrap properly on some shapes
Bending! Although the new routines 'perform' the bending much smoother, they don't really solve the previous problems with multiple 3D bends. They work nice for objects bent within a single axis, but can sometimes get pretty confused after a few bends in alternating axis.
Known Inconsistencies
There is a LOT of flash when using a background in grid view
The SuperQuadric shapes would perhaps produce nicer meshes with a non-linear polygon mapping.
GUI enhancements and extensions ( Version 0.9.8w4 changes - May, 2000)
User Definable Texture Additions
Added cut, copy and paste options to the texture list
Can now create/delete/extend the texture list, and are no longer limited to the same number and layout as the default
3D Preview Capturing Additions
Added frame counting and auto file save to the Preview capture options
Set the range and current frame numbers
Added a dialog for setting the path, root and frame counter suffix
added options for 'end-of-set' while capturing
Background Images for the 3D Preview
Background images can be displayed actual size or stretched to fit the window
Can be set to cover only a percentage of the screen
Can automatically set the window size to match that of the background image
Display backgrounds in gray-scale or color.
Can use OpenGL style image-based texture maps (*see below) or variable sized images.
MDL GUI view enhancements
Added several keyboard options for selecting control points. (The previous keyboard list is repeated here for completeness purposes.)
|
|
Insert | Insert's points after each selected point |
Delete | Deletes all selected points |
|
|
[+] and [Ctrl][+] | Increments the current displacement amount or position for all selected points |
[-] and [Ctrl][-] | Decrements the current displacement amount or position for all selected points |
[*] and [Ctrl][*] | Spreads the selected points towards the ends of the curve |
[/] and [Ctrl][/] | Shrinks the selected points towards the middle of the curve |
When used alone, the above keys will move the selected point's a small amount. To move the points in larger steps, hold down the [Ctrl] key while pressing the desired key. |
|
|
Home | Selects the highest or right-most control point on the current line |
Shift-Home | Extended selection from the lowest currently selected point to the end of the line |
End | Selects the lowest or left-most control point on the current line |
Shift-End | Extended selection of all control points from the beginning of the line to the highest currently selected point. |
Ctrl Home/End | Reverses the selection state of all control points |
PageUp | Shifts the control point selection state towards the top or right |
PageDown | Shifts the control point selection state towards the bottom or left |
OpenGL style image-based Texture Maps
OpenGL places some stringent limitations on the dimensions of images that are to be used for texture maps. The images MUST have the dimensions x = 2^n, y = 2^m, where ^ means 'to the power of' and n and m are integer's. These images are therefore restricted to x and y dimensions of 2, 4, 8, ..., 64, 128, 256, etc. It is possible to use different dimensions for x and y (i.e. 64x256, 256x128, ...) although this may result in OpenGL reverting to sotware-only mode depending on the 3D acceleration hardware you are using.
If the dimensions of your desired background image don't fit these requirements, then you need to set the image background type as PixelMap, (you will be asked to if you have not.) For un-accelerated systems, the PixelMap setting is generally faster than software texture mapping, so this may be preferable in either case. However, the pixel interpolation is not as smooth using this setting, so the TextureMap setting and properly sized image maps are preferable for capturing purposes.
(Note: OpenGL Texture Mapping is currently available only for background images.)
GUI enhancements and extensions ( Version 0.9.8w4 changes - May, 2000)
User Definable Texture Additions
Added cut, copy and paste options to the texture list
Can now create/delete/extend the texture list, and are no longer limited to the same number and layout as the default
3D Preview Capturing Additions
Added frame counting and auto file save to the Preview capture options
Set the range and current frame numbers
Added a dialog for setting the path, root and frame counter suffix
added options for 'end-of-set' while capturing
Background Images for the 3D Preview
Background images can be displayed actual size or stretched to fit the window
Can be set to cover only a percentage of the screen
Can automatically set the window size to match that of the background image
Display backgrounds in gray-scale or color.
Can use OpenGL style image-based texture maps (*see below) or variable sized images.
MDL GUI view enhancements
Added several keyboard options for selecting control points. (The previous keyboard list is repeated here for completeness purposes.)
|
|
Insert | Insert's points after each selected point |
Delete | Deletes all selected points |
|
|
[+] and [Ctrl][+] | Increments the current displacement amount or position for all selected points |
[-] and [Ctrl][-] | Decrements the current displacement amount or position for all selected points |
[*] and [Ctrl][*] | Spreads the selected points towards the ends of the curve |
[/] and [Ctrl][/] | Shrinks the selected points towards the middle of the curve |
When used alone, the above keys will move the selected point's a small amount. To move the points in larger steps, hold down the [Ctrl] key while pressing the desired key. |
|
|
Home | Selects the highest or right-most control point on the current line |
Shift-Home | Extended selection from the lowest currently selected point to the end of the line |
End | Selects the lowest or left-most control point on the current line |
Shift-End | Extended selection of all control points from the beginning of the line to the highest currently selected point. |
Ctrl Home/End | Reverses the selection state of all control points |
PageUp | Shifts the control point selection state towards the top or right |
PageDown | Shifts the control point selection state towards the bottom or left |
OpenGL style image-based Texture Maps
OpenGL places some stringent limitations on the dimensions of images that are to be used for texture maps. The images MUST have the dimensions x = 2^n, y = 2^m, where ^ means 'to the power of' and n and m are integer's. These images are therefore restricted to x and y dimensions of 2, 4, 8, ..., 64, 128, 256, etc. It is possible to use different dimensions for x and y (i.e. 64x256, 256x128, ...) although this may result in OpenGL reverting to sotware-only mode depending on the 3D acceleration hardware you are using.
If the dimensions of your desired background image don't fit these requirements, then you need to set the image background type as PixelMap, (you will be asked to if you have not.) For un-accelerated systems, the PixelMap setting is generally faster than software texture mapping, so this may be preferable in either case. However, the pixel interpolation is not as smooth using this setting, so the TextureMap setting and properly sized image maps are preferable for capturing purposes.
(Note: OpenGL Texture Mapping is currently available only for background images.)
GUI enhancements and extensions ( Version 0.9.8v changes - May, 2000)
MDL manual edit window
Added spin controls for setting or revising the uv mesh resolution
Added a slider control for setting the displacement height scale
Added a droplist control for selecting texture ID's by name
MDL GUI view enhancements
Window sized to match the active window when created.
Added several keyboard options for inserting, deleting and moving control points
|
|
Insert | Insert's points after each selected point |
Delete | Delta's all selected points |
|
|
[+] and [Ctrl][+] | Increments the current displacement amount or position for all selected points |
[-] and [Ctrl][-] | Decrements the current displacement amount or position for all selected points |
[*] and [Ctrl][*] | Spreads the selected points towards the ends of the curve |
[/] and [Ctrl][/] | Shrinks the selected points towards the middle of the curve |
When used alone, the above keys will move the selected point's a small amount. To move the points in larger steps, hold down the [Ctrl] key while pressing the desired key. |
Miscellaneous Changes
Increased curve default resolution to 50
Change default curve indexing type to X
Added muscle name back into MDL shape pane
Changed default mesh resolution to 50x50
Changed default grid parameters to 6 pixels by every 2 grid items
Changed some view plane defaults for the 3D Preview
Specific Feedback Questions
The above method for inserting points (and for spreading or shrinking them,) might be considered non-standard by those familiar with other 3D packages. This particular implementation was decided upon as being the most representative of common usage requirements for very experienced DMesh user's. However, people less familiar may find them inconsistent and/or difficult to remember. If so, please don't hesitate to offer your comments - additional options will be added where required.
(Version 0.9.8s - released Mar, 2000)
This release contains enhancements to various components of the existing GUI editing capabilities.
UV Map View revisions
Added a dbl-click option to automatically select the item into the GUI editing window.
Added a ManualEdit option to the Context menu's (right-click in the respective windows) for both the UVMap and MDL GUI windows.
added keyboard commands to the UV Map view (see below)
|
|
Tab and Shift-Tab | Select the Next or Previous currently displayed item |
Home and End | Select First or Last item in the same layer as the current selection |
Ctrl-Home and Ctrl-End | Select Very First or Very Last item being displayed |
PageUp | Move to the Previous Layer |
Page Down | Move to the Next Layer |
Revised Basic Shape Layer defaults and definition dialog's
Added additional points to default x-section curve
Added additional points to default radius/height curve
Revised the definition dialog to to be consistent with other curve defining dialog's
Added user definable textures for OpenGL Preview Window
Expanded current texture definitions to include OpenGL color properties (i.e. ambient, diffuse, specular and emission)
Added TextureList Modify/Load/Save items to Edit menu
Revised OpenGL routines to access new texturing options
This allows you to capture the preview image(s) of models, and flip through the preview thumbnails using a image browser, without having to load and preview the individual model files.
Can set the physical pixel size of the OpenGL view
Capture the OpenGL window to a .TGA file
Miscellaneous text changes to various menu's and toolbar items
GUI enhancements and extensions
( Version 0.9.8e changes - Jan, 2000)
The main feature of this release is the addition of the first phase of the item GUI editing features. This allows for modifying the item curve definitions by click-and-dragging their control points using the mouse. This is the first implementation, and so still has some limitations. All of the previous manual editing options are still available if you find the need (or desire,) for certain cases. Please see the Limitations section below, as this is meant to be an interim release, and additional enhancements will be provided in future version's.
DMesh GUI enhancements and extensions. Added a preliminary mouse-based GUI editor for curve and item definitions using a split window view based somewhat loosely on the existing curve editing window.
This new view is accessed from the View:Muscle menu option.
Subclassed the curve view for x-section and height curves
Added legend text
Added preliminary toolbar to the main window frame
Added a right-click context menu for selecting items and accessing the manual editing features.
Added a Properties menu
Added Position curve handling
Hid selection points for second width curve if the item was symmetrical
Force updates for manual edit of items using the context menu
Force updates for changes to the Symmetrical setting from the toolbar
Miscellaneous Revisions
Added dual window opening for file New and file Open operations
Added a file close button to the main application toolbar to help close the extra window(s)
Limitations:
The 3D item preview pane is currently not operational. You will need to use a standard 3D Preview window to view the results.
It can be quite slow when working on detailed models. Try to avoid viewing complex models in a 'skinned' view, and disable as many layers as possible.
The position curves pane assumes the general clipping ranges of 0.00->1.00 If you have defined curves using parameter's outside of this range, the results can be somewhat unpredictable when dragging the points. You can use the manual edit item from the context menu to assist in making adjustments to these.
The width curves in the Position pane are shown in absolute uv space. This makes it difficult to visually edit very thin items, without having to make the window extremely large. Proper scaling and/or zoom options will be added to address this issue.
The curve outline drawing and dragging has been disabled for Point muscles. Fortunately, these generally account for less than 5% of all item definitions.
Although every attempt has been made to create a "no-crashes" product, this is still a beta version. Saving frequently is an excellent and efficient method of avoiding frustration.
Undo has NOT been implemented! See the previous note.
Hints: The curves do not always pass exactly through the control points. Setting the curve indexing type to X will cause the curve to always pass directly through the points. This also allows the curve to contain discontinuous or 'sharp' bends!
Accessing and Using the new GUI features.
From the main menu, select View:Muscle This will open a four part window.
The top left pane displays the item Position and width curves
The top right pane will display either the x-section or height curves, depending on whether the item is a vertical, orbital or point type. The pane contains a legend describing what is being shown.
The bottom left pane will display the other x-section or height curve component, as described for the top right pane.
The bottom right pane is tentatively reserved to display a 3D preview of the item. This area may be more appropriate for other information. It is currently disabled.
Click the right mouse button anywhere in the Position pane to bring up the context menu.
Click on Select Item
A dialog will be displayed showing all available layers and the items within each.
Select a layer from the first list, and the specific item from the second.
Click OK, and the item curves will be displayed.
The main feature of this release is the addition of the Moray/udo export option for POVRay user's. The main menu now contains a single export option for use with both POVRay 3.1 and MegaPOV. From the following dialog, you can specify whether to use the basic POVRay mesh constructs, or the mesh2 extensions as supported by MegaPOV. For either structure, you can also include a Moray/udo file by selecting the Include Moray/UDO checkbox.
( Version 0.9.7b changes - Jan, 2000)
Added preliminary Moray udo export options for POV and MegaPOV
mesh and mesh2 are now exported as named meshes for layered export
A final union statement was added for backwards compatability
the Moray/UDO line resolution can be different from that of the actual POV or MegaPOV .inc mesh
The texture/uv checkbox is disabled for standard POV 3.1 export
Revised the export menu layout
POV .inc file names is used for the default Moray/udo name
Absolute file path name references were discarded for the udo! Both the inc and udo are therefore assumed to be in the same directory/folder, or otherwise accessible through Moray's search paths.
UV Grid View modifications
scrolled views could end up partially hidden when shrunk
centered grid if drawing area is smaller than viewing area
In addition, a bug in the image map handling for 16 bit image maps was found and resulted in a few additional revisions. Although this release was originally intended only to contain the Moray/UDO options, the revisions to the image map handling also required some of the preliminary components of the mouse dragging/editing portions for the curve edit view to be included. These curve editing features have not been extensively tested, and can produce inconsistent results in some cases. However, they should illustrate the direction of current development efforts.
( Version 0.9.7c changes - Jan, 2000)
Revisions to image map/height fields
16 bit image maps were not properly interpreted to their 8.8 values
Added 24 bit variants for import and export - gray, gamma, red/green, red/green/blue
Added an option to the layer dialog to change which variant to use
Changed default curve resolution to 100
Curves can now be viewed as vertical or horizontal
Added the right mouse context menu
clipped endpoint(s) drag to 0.00 and 1.00
clipped midpoint(s) (time) drag to range 0.00->1.00
clipped midpoint(s) (offset) drag to range 0.00->1.00
The main feature of this release is the addition of a Point Cloud export option, for use with POV-Ray Media features. The export option converts the current model to a voxel format, and exports for use as POV-Ray density files in the df3 format.
Additional Minor Changes
Added cut/copy/paste options to main toolbar
Revised several menus
moved the image map menu items to the edit menu
rearranged the order of the recalc menu
rearranged the order of the export menu in semi alphabetical order
rearranged the view context menus (i.e. right button) menu's to be consistent
now only recalculates if there is an associated active view
if there is a layered 3D preview view, it re-calcs the overlay meshes
if there is a skinned 3D preview view, it re-calcs the base meshes
New file format (Older versions will not be able to read files created with this version)
Added Object Name to the file description info
Fixed point muscle scaling when reading older model files
Changed basic shape defaults to create cones and spheres of unitized radius
Modified normal calc routines for disc objects (was reversed)
Reoriented disc objects in xy plane to be consistent with planar objects
Reactivated the imagemap view
Changed 3Dview init routines to better center objects (planar/conic)
Changed over-lay meshes to base polygon resolution on width scaling
Changed over-lay meshes to scale x-section to width scaling factors.
Revised outline drawing for symmetrical items
Revised mouse resizing for symmetrical items
Revised mouse resizing for 'wrapping' items
Revised mouse-drag resizing routines for non-symmetrical items
Fixed reversed drag-scaling for vertical and orbital items when they were both 'non-symmetrical and mirrored'
Dropped the outline control point handles from the grid view for easier viewing
Revised uv-grid drawing to fill item polys
Added delete [DEL] and edit-current [E] keyboard options to uv view
Modified [DEL] to perform cut instead of just deleting
Added preliminary cut/copy/paste options
can cut or copy the currently selected item
allows pasting into the item uv map view
deleting an item now properly clears the tracking rectangle
pasting an item selects it for editing
cutting/deleting an item clears the selection and sets it to the previously defined item
Cleaned up and/or revised several menu items
Added/revised a number of tooltips messages
Known Bugs:
Non-symmetrical muscles don't always draw properly in uv view for large width scaling factors
Muscles don't always wrap properly if large non-symmetrical widths are used
Doesn't always maintain proper focal point (i.e. scrolling position) when zooming
DMesh GUI - Phase I C+
Version's 0.9.4a - e and versions 0.9.5a - f were not released. See the above 0.9.5g information for a list off all changes that occurred in these revisions.
DMesh GUI - Phase I B ( Version 0.9.3c Nov, 1999)
Added non-symmetrical muscles
added second width curve
added scaling values for lower and upper width curves
added option to create symmetrical or non-symmetrical distortions
Skinned view's sometimes handled mirrored items incorrectly
Importing of imagemaps/heightfields for mesh convolutions has been re-activated, (although the imagemap viewing window has not.)
Added a 'Send to Back' item to the uv grid properties menu to assist in selecting 'hidden' muscles.
Implemented the grid ticks ratio for uv grid views
revised colors for grid view for easier viewing
Known Bugs:
Muscles that 'wrap' around the back of the object are shown incorrectly in the uv grid view.
There is some inconsistency between dragging the mouse, and the actual final size of the item.
To maintain compatibility when reading older files, the width scaling is set to 0.5 and the muscles default to having symmetrical width. This works for the vertical and orbital types, but results in the point muscles being half as wide as they should be. Editing the muscle definition and changing the width scaling back to 1.00 will resolve the situation. This is required only for point muscles, and is not necessary for the other types.
Vertical muscles sometimes draw incorrectly in the uvgrid/muscle map views. This is most prevalent when the muscles 'wrap' around in the u direction, and when the muscle has been resized by dragging one of the sides.
Specific Feedback Questions
The paged version of the manual muscle editing may be somewhat confusing. I had attempted to keep similar items on the same page, so all items that manipulate the 'position' of the muscle are on the same page, while items referring to its displacement are on another. These might be better grouped with all/most of the edit box items on the first page, and the following pages containing only curve-specific information.
The resizing options using the mouse/rectangle tracker can sometimes be a little inconsistent. This has to do with the interactions between the width curves, its scaling factors, and whether the muscle is symmetrical. Generally, manually modifying the width curve and resetting the scaling factor to 1.00 should solve the problem.
DMesh GUI - Phase I Release ( Version 0.9.2c Nov, 1999)
This is Phase I of the GUI version of DMesh. There are a large number of unimplemented features, as well as some very obvious needed enhancements. This version is being released only as an indication of the overall layout of the GUI version. Comments regarding the general layout would of course be extremely welcome. There are no known bugs of the crash-and-burn variety, (but see limitations below,) - if you encounter one, PLEASE try to detail how it occurred.
What's New:
uv grid view completely reworked
draws entire muscle outline
can draw/create new muscles using mouse to draw bounding rect
can reposition muscles using mouse
can create multiple duplicates/repeats of a muscle with user definable spacing
supports a list of layers for display (rather than the previous one or all)
added zoom option
added scrolling
some speed enhancements for (re)drawing
added muscle select and dbl-click/edit using mouse
fixed draw error when all layers active
Added a number of dockable toolbars for some common and new activities
Added right-click property/action menus for windows/views
The U offset amount was being doubled in some cases. This existed only for horizontal/orbital muscles, and only in the uvmap, layered 3d view and the layered export. It did not occur in the skinned 3D or export areas.
Options for vertical and horizontal window tiling have been added to the menu and associated toolbars.
Limitations:
The displacement Image layer view has been temporarily disabled. If you require viewing or importing image maps, make a backup copy of the older version.
Mouse supports only repositioning of muscles. Resizing will be supported as soon as the non-symmetrical width parameters are further tested.
A bug was found in the new muscle map view. This only occurred when a muscle was selected in the muscle map view, and then deleted using the menu items. It seems to be resolved, but may cause over-drawing in the 3D preview window.
Specific Feedback Questions:
I have the feeling that the initial view should be split, and contain a 3D preview as well as the uv muscle-map view. One of the first tasks I invariably perform, is to open a second window for the 3D preview. Any comments on how this would best be approached would be appreciated.
These new features are completely undocumented. I am very interested in hearing if they fall anywhere close to the 'intuitive' and/or user/task friendly state.
Second General Public Release ( Version 0.8.7c Sept 15, 1999)
What's New:
Overlays were not always calculating properly when bone curvature was active
Fixed bug with RIB export options. (Now exports the proper mesh type)
Internal Layout Revision: The DDL routines have been split out to a library/dll format. This is a preliminary step towards providing access to the DDL specification and routines for 3rd party use, but is mostly irrelevant from the user perspective. However, it did result in a speed increase of 2-3 times.
Added preliminary export for UV-POV mesh2 construct
Added layered export for UV-POV mesh2 construct
Fixed layered export syntax error for POVRay
Fixed incorrect normals reference for RIB export of PointsPolygon
Fixed bending routines to modify position as well as orientation for scaled entries
What's New:
First draft of the Documentation has completed
The Tutorials have been updated to reflect the current product
Numerous minor interface and bug fixes from the previous version
Version 0.8.5alpha July 15, 1999
What's New:
Limb Segments have been added to the Anatomy layer
Joint Bending has been added to the Anatomy layer
Added texture information for layers and individual muscles
Added options for mirroring muscles in both u and v
Added options to offset muscles in both u and v
The OpenGL view can now display a subset of layers or the entire model
Added option to export selected layer(s)
Added polygon resolution definitions for individual muscles
Added support for creating clothes, hair and other external overlays
The 10 layer limit has been removed - the number of layers is now unlimited
A preliminary copy/paste option has been added for muscle definitions
The first draft of the documentation has been written. The main starting file is DMesh.htm which provides links to access the What's New, Documentation and Tutorial sections, (the tutorial has not been substantially revised.)
New Samples: A number of new samples have been added.
Bug Fixes:
Flashing scrollbars in uvGrid view has been partially resolved. (I think)
New Bugs:
Point muscles don't display or export properly when mirrored or offset
What's New: (Pre-Beta version 0.7.7 - June 11, 1999)
OpenGL preview mode
Bone Curvature
New muscle types: Orbital and point
uv Clipping
Surface normals and uv coordinate support for RAW and RIB export
PointsPolygon export type for RIB
Added user definable layers (currently maximum of 10)
Activated delete button for muscle list editing
Added annotation/comment field for adding user descriptions to files
Image scaling can be set independently of the layer.
Revised Menu Layout.
Expanded the RecalcNow options.
Additional Documentation has been added. The main starting file is DMesh.html which provides links to access the What's New, Documentation and Tutorial sections, (although the tutorial has not been substantially revised.)
New Samples: A number of new samples have been added. These are still in the preliminary/development stage, but are offered 'as is' as a potential starting spot, (although the female leg turned out rather nicely.) Samples include: a female leg, a male arm, a short rope, an alligator, an antelope horn, and a some-kind-of-creature head.
Bug Fixes:
The constantly increasing uvGrid view has been revised to maintain its proper size
Flashing scrollbars in uvGrid view has been partially resolved. (I think)
New Bugs:
The OpenGL view redraws itself more often than required. The additional Recalc options were meant to solve this problem, but are only partially effective. Keep polygon grid size low (i.e. 50X50 to 100X100,) while making numerous changes, and increase once the changes are of a more 'refinement' nature. Alternatively, set the uv clipping range to generate and display only that part of the model you are concentrating on.
Version 0.6.3a May 22, 1999
First alpha release. Everything was new!