Log In | Register | Contact | Search


Forum Home  >  Electric Image Animation System  >  Development Status  >  Thread
Search      Advanced Search
   
3 of 3
3
image2mesh…
Posted: 04 May 2009 05:38 AM   [ Ignore ]   [ # 31 ]  
Sr. Member
RankRankRankRank
Total Posts:  397
Joined  2007-03-07

Bwcc,

Good ideas. We can assume fairly quickly that Animator’s API/SDK will not support that level of flexibility, so resources would have to be diverted to address that situation and the truth of the matter is, this is the issue that has been confronting EI for years. How do you modernize our front end application (Animator) without creating massive compatibility issues, downtime and user discontent?

Minor attempts to “modernize” Animator have taken place already. There have been API enhancements but none to the level we’re talking about for a modern 3D application. Instead, EITG chooses to focus on its strengths by enhancing Camera. Nothing wrong with that per se. It only becomes an issue when we find ourselves in our current situation. Off balanced and unable to compete. Keeping Camera closed doesn’t help the matter either. Render features are added mainly to keep users upgrading, but the more off balance we get, the more specialized we get. The more specialized we get, the smaller the user base gets narrowed to.

Some questions:

Should Tesla become EI’s new front end application? If so, how long will that process take?

Can Animator be modernized and if so are users willing to wait and pay for less features and more core upgrades?

Should EI alter its business model to be more Open Source? If not, are there solid Longtail strategies out there to help them increase revenue?

Enhancing the API and SDK should attract more 3rd party folks, but what incentives can EI offer to get people to write for EI again?

Profile
 
 
Posted: 19 October 2009 09:34 AM   [ Ignore ]   [ # 32 ]  
Sr. Member
Avatar
RankRankRankRank
Total Posts:  310
Joined  2007-04-20

Well, it’s been months now and I was wondering if anything has developed…
Alexey, Matt, Igors, anyone?

Profile
 
 
Posted: 19 October 2009 01:04 PM   [ Ignore ]   [ # 33 ]  
Sr. Member
Avatar
RankRankRankRank
Total Posts:  323
Joined  2007-03-07

Hey Richard.

No progress was being made on Image2Mesh- so the Igors made EXR2Mesh as a free plugin.

Basically EXR2Mesh never made it out of the last stage of Beta- but it seemed to be working for people- at least for terrain generation. It could be considered a final release.

The beta versions are here…
EXR2Mesh b3 Mac

EXR2Mesh Windows b3

If there are any problems or bugs found people can post them here. I do not know the status of getting bugs fixed, but it could happen if enough people are using the plugs.

Thanks,
Dave

 Signature 

Work Hard, Render Fast, Retire....er...Render Some More.

http://www.arketypedesign.com

Profile
 
 
Posted: 19 October 2009 01:42 PM   [ Ignore ]   [ # 34 ]  
Sr. Member
Avatar
RankRankRankRank
Total Posts:  310
Joined  2007-04-20

Hi Dave,

I use EXR2mesh but I have 1.0b1 and it has many issues…
I hope version 3 is in better shape… But I will be needing a password to access it…

I still long for Image2mesh.

Profile
 
 
Posted: 19 October 2009 01:44 PM   [ Ignore ]   [ # 35 ]  
Sr. Member
Avatar
RankRankRankRank
Total Posts:  323
Joined  2007-03-07

Sorry Richard- My link was not quite right.
I fixed it-
Try the links above again!
smile
Dave

 Signature 

Work Hard, Render Fast, Retire....er...Render Some More.

http://www.arketypedesign.com

Profile
 
 
Posted: 20 October 2009 07:51 AM   [ Ignore ]   [ # 36 ]  
Sr. Member
Avatar
RankRankRankRank
Total Posts:  310
Joined  2007-04-20

Oooooh so nice...!

I’m a bit disappointed that after testing 1.0b1 and reporting a bug I was never given an update.
It went from 1.0b1 to 1.0b3 with grace… Everything seems to work nicely but for the info in the readme file stating “It’s not necessary but recommended to keep exr files organized and place them into folders with arbitrary names but inside “EI Sockets” folder. For example the path:
...\EI Sockets\Terrain Maps\Project1\Map1.exr”

When I do that (EI 7.01 Intel) and try to use an .exr file from such a folder I get the “Not a valid EXR file” message. After trying many things, new folder name, EI and Pshop plugin updates, I found out that removing the folder from the EI Sockets folder cured the problem…

I’ll keep on playing with it and will be posting again.

Cheers!

Profile
 
 
   
3 of 3
3