EUCLID to CLOVIS using EXPLORE:
EUCLID to Clovis using scripts:
!! Under construction !!
Recommended methodology:
- Create a new Project in EXPLORE.
- Export the .objfiles from EUCLID and put the desired set of files in ~graph4/model/$PROJ
- Run the command: obj2face {name-of-model}
Repeat this excercise for all the models/directories with .obj files you have. (NB: several .obj files are concatenated to one model file.)
- Go to ANIM and create a basic script for the model.
- Run: f2clovis {name-of-script}
The model should now be ready for a first fly-through with Clovis. For further updates, use the makescript
command.
Commands and scripts:
- obj2face
- converts .obj files to EXPLORE face files which can be read by CLOVIS converters.
- f2clovis
- Converts face files to Clovis for uptates of geometry. (*not 1005 ready)
- makescript
- Edits and makes Clovis scripts after updates.
Manual (normal) conversion:
Simplest manual paths from a EUCLID database to a CLOVIS flythrough.
(Description from Jim at Medialab.)
Here I'm using Project = JIM, Script = jim1.
(A) No texture
(B) Texture
(A) ----------- NO TEXTURES ----------------------
1) GEO: convert: Euclid -> Obj
2) GEO: correct syntax: Obj -> Obj
3) EXPLORE: 3Design: Rotate (so Y = up)
Smooth / Hard Edges
Write: FACE: On
Unshare Edges On
Obj -> Geo, Face
4) EXPLORE: Anim: Select World
Read objects
Save Script As: jim1
5) CLOVIS: cd ~/text/JIM
mkdir -p mtr/INFO
cd !$
6) CLOVIS: SCexpl2mtr -P JIM -v -f jim1 (creates CLOVIS script,
.FO geo files)
7) CLOVIS: SCmtruniv -P JIM -v -D jim1 (creates CLOVIS walkthrough)
8) CLOVIS: Edit the file 'jim1_univAuto.cod':
Under the line 'configdebut:', add:
'WT_ElevFlSet (TRUE);' (lets you fly anywhere)
9) CLOVIS: godemo_jim1 (runs CLOVIS)
Create Materials and link Objects.
Create Lights.
Select Config 'DEMO_jim1', and use keyboard to walkthrough.
Save.
(1) (2) (3) prepare the geo files.
The FACE format is largely redundant in EXPLORE, and we are presently testing
a version of SCexpl2mtr that directly accepts .Geo files.
(4) is necessary as SCexpl2mtr accepts an EXPLORE script as input, even if
all it contains is a list of objects.
(8) will be probably added in the next version as a flag.
(9): Once in CLOVIS, create all your cameras, lights, materials etc.
NOTE: it is not possible in the present version to add textures (create
texture co-ords) interactively. See (B).
(B) ------------- TEXTURES ----------------------
Follow the steps in (A), inserting (5.1),(5.2) after (5),
and replacing (6) with (6.1).
5.1) Create the .tex file in ~/text/PROJ/mtr/INFO.
SCexpl2mtr uses this to create the texture co-ords.
5.2) Create the .mat and .rnd files in ~/surf/PROJ.
SCexpl2mtr cannot load the texture co-ords into a .FO file if a
material is not defined for the object.
The .rnd file must have the same name as the Anim script.
6.1) CLOVIS: SCexpl2mtr -P JIM -v -f -T -t file.tex jim1
^^^^^^^^^^^^^^
More info in the User's Guide: Annexe A.
NjH May 1995