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Import Animation and Static objects via scripts

oleksandr
Registered User
Quote
2020-10-12 15:13:08

Hello!

Please add to "CopperCube JavaScript reference" new functions, like:

editorListDir(path) - for get list files (objects) from disk and upload to editor via next functions

editorImportAnimated3DMesh(filename)
editorImportStatic3DMesh(filename)

and to release it to CopperCube 6.4

Also of course these features can be implemented to Pro or Studio Editions. if that happens then I will buy Pro Edition.

Very needed
Thanks!


just_in_case
Moderator
Quote
2020-10-12 16:45:14

As far as i remember Coppercube Professional and studio version contains command line interface which allows the user to import 3D models and a publish game using commands and all. Just check the Documentation I believe this is mentioned somewhere in the documentation.


oleksandr
Registered User
Quote
2020-10-12 17:42:40

I know it. But there possible import only 1 static object to ccb and impossible import animated. For example I need to import 100 object to a ccb file. With command line it possible like u need to execute CC 100 times, like this

1.ccb - is empty and saved under CopperCube, then

CopperCube.exe 1.ccb -import:1.obj -save:2.ccb -quit

CopperCube.exe 2.ccb -import:2.obj -save:3.ccb -quit

and in this case 3.ccb will have 2 imported obj, but that possible only for static objects

I read documentation already many times. I also started think about functions

ccbReadFileContent()
ccbLoadTexture()

ccbGetSceneNodeMeshBufferCount
ccbRemoveMeshBuffer
ccbAddMeshBuffer
....
etc.

like create a plugin for CC and import objects


oleksandr
Registered User
Quote
2020-10-12 18:11:06

I bought this package for begin https://syntystore.com/products/..., also I'm using animations from mixamo https://www.mixamo.com//?page=1&.... I wrote blender (python) scripts which ones take needed for me animations and preparing a fbx file with all included animations for a character. Sometimes I want to replace an animation or add new. Blender scripts help do it me in a few seconds. But import to CopperCube I need to do manually and it's a problem. Because I want to make it with scripts too.

Video https://drive.google.com/file/d/...


just_in_case
Moderator
Quote
2020-10-13 06:34:10

You don't have to do them manually just import all your animations into blender and then save them as actions. once you got all your animations as actions in blender. Now simply export the animated model as .fbx and now import that animated model into coppercube and it will automatically have all the animation as different individual animations. No need to create animation set manually in coppercube.

Hope that helps.


oleksandr
Registered User
Quote
2020-10-13 07:26:52

I have ONE file fbx where all animations and actions included. I'm not doing animations in CupperCube. I need only import fbx files for each character to CopperCube that is it what I need, but make it via scripts.

I have fbx files prepared after blender. Each fbx file its a character and this character have all animations in a fbx file.

(many anymations) -> (blender) -> (exported fbx with included all animations and actions for a character) -> (Import to CopperCube).

I need all characters import to CopperCube and make a characters.ccb file

I need ONLY IMPORT static and animated meshes via "CopperCube JavaScript reference
"https://www.ambiera.com/coppercu..., because I have many files and I don't want to do it manually, and I'm asking if developer can add new functions as I said above.


oleksandr
Registered User
Quote
2020-10-13 07:43:21

Command Line Interface

CopperCube.exe [file] [-import:file] [-runscript:code] [-save:file] [-publish:WebGL|Flash|Windows|MacOSX|Android] [-quit]

[-import:file]: Specifies a STATIC (ONLY BUT NOT ANIMATED) 3d model file to be imported into the current scene in the editor. The file can be of any supported format, like .3ds, .x, .obj, .lwo etc. This is optional.

As u can see from documentation I also can't import ANIMATED mesh via Command Line Interface


niko
Moderator
Quote
2020-10-13 07:48:30

Yes, I noticed that this feature somehow is missing, and I'm going to add this with the next update.


oleksandr
Registered User
Quote
2020-10-13 08:10:32

Woohoo!!!

Thing came to my head just now

editorImportAnimated3DMesh(filename, name)
editorImportStatic3DMesh(filename, name)

make the ability to set name for each mesh too

Thanks


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