71 lines
5.0 KiB
Markdown
71 lines
5.0 KiB
Markdown
Dust3D
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=========
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Dust3D is aim to be a quick modeling tool for game development. Currently the development is in the very early stage.
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Please join the discussion [reddit/r/gamedev]( https://www.reddit.com/r/gamedev/comments/5iuf3h/i_am_writting_a_3d_monster_model_generate_tool/)
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Idea
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===========
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I was inspired by Jimmy Gunawan's blogs of monster generation, here is the first one [INSPIRATION / Pixar Monster Factory Part One](http://blendersushi.blogspot.com.au/2013/06/inspiration-pixar-monster-factory-part.html), and by search the Skin Modifier of Blender, I found the theory of Skin Modifier:
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[B-Mesh: A Fast Modeling System for Base Meshes
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of 3D Articulated Shapes](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.357.7134&rep=rep1&type=pdf)(Authors: Zhongping Ji, Ligang Liu, Yigang Wang). I started to think of monster model generation for game development from years ago, thanks for this paper, Dust3D is achievable now.
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From my initial thought, Dust3D should be a tool like [Makehuman](http://www.makehuman.org), with more versatile features, not only can make human, but also be able to **generate monsters automatically**.
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Build
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============
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*Generate Xcode Project*
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```
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$ cd build
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$ qmake -spec macx-xcode
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```
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*Generate Makefile*
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```
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$ cd build
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$ qmake
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$ make
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```
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TODO & Progress
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==============
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- [x] Drawing Primitives (Dec 15, 2016 ~ Dec 17, 2016)
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*Sphere*
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I don't want the whole project have any unnecessary dependent, like glu library.
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Let's start with [drawing a sphere without gluSphere]( http://stackoverflow.com/questions/7687148/drawing-sphere-in-opengl-without-using-glusphere), because I want implement the same spheres which presented in the [B-Mesh paper](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.357.7134&rep=rep1&type=pdf).
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*Cylinder*
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Two caps and many strips composites a cylinder.
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*Infinite Grid*
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Almost all 3D editor have a infinite grid ground, I just made a finite one, in the future, I should expand the grid outside of the screen to make it infinite.
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Now, for just beginning, I think it's a not bad start.
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<img src="screenshot/dust3d_sphere_cylinder.png">
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- [ ] Implement B-Mesh algorithm (Dec 18, 2016 ~ Dec 26, 2016)
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*Drawing Skeletal Shape Balls*
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Draw shape ball is easy, no need to rotate, I just need scale it along the ball's radius.
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Draw the cylinder which connects two shape balls is more difficult, I need do some math to rotate it. [Here](http://www.thjsmith.com/40/cylinder-between-two-points-opengl-c) described it.
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*Camera Control*
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Camera rotate/zoom implemented, [here](http://www.songho.ca/opengl/gl_transform.html) is a good article which explained the theory of OpenGL Transformation. Most important is that the demo app is very beautiful.
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Added x,z axis, looks better than last screenshot.
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I have to use the GLU library, the previous implementation of drawSphere and drawCylinder looks not good, and take too much time to debug.
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<img src="screenshot/dust3d_node_edge_with_glu.png" width="170" height="140">
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*B-Mesh data struct*
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I created the test nodes's geometry information from Blender. Here is the render result of `data/bmesh_test_1.h`
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<img src="screenshot/dust3d_bmesh_nodes.png" width="206" height="164">
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*Generate Inbetween Nodes*
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<img src="screenshot/dust3d_bmesh_skeleton.png" width="124" height="128"> <img src="screenshot/dust3d_bmesh_inbetween.png" width="124" height="128">
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*Generate Mesh*
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<img src="screenshot/dust3d_generate_quad.png" width="124" height="128">
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When I am implementing the B-Mesh algorithm, I am also think in the future, how to create a library of bunch of initial base models. There is a paper [the Skeleton of a Closed 3D Shape](http://www1.idc.ac.il/icgf/GraphicsSeminar2006/DCGskeleton06.pdf) described how to generate skeleton from mesh, this is the reverse progress of what I am doing, I think it can resolve the problem of insufficient initial base models, I can generate from tons of existed models.
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*Convex Hull*
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After finish the rotation at the two connected bones, I need implement 3D Convex Hull algorithm at the joint ball, there are so many methods to get the convex hull, I found the [Gift wrapping](http://dccg.upc.edu/people/vera/wp-content/uploads/2014/11/GA2014-ConvexHulls3D-Roger-Hernando.pdf) is the most strait-forward one, though is not the most efficient one.
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<img src="screenshot/dust3d_convex_hull.png" width="124" height="128">
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*Stitching*
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I follow the B-Mesh paper, made another test module inside Blender, and created a correspond `data/bmesh_test_2.h` manually.
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<img src="screenshot/dust3d_bmesh_test_2.png" width="124" height="128">
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- [ ] Export Wavefront .obj
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- [ ] Render B-Mesh result
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- [ ] Design UI for monster parts configuration
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- [ ] Test B-Mesh realtime generation with UI
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- [ ] Render rigid animation
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- [ ] png exporter for isometric 2.5D game
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- [ ] Version 0.01 release
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- [ ] Materials merge of different parts
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- [ ] Implement [the Skeleton of a Closed 3D Shape](http://www1.idc.ac.il/icgf/GraphicsSeminar2006/DCGskeleton06.pdf)
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