-multitexture on one plane/or model (a model than a blood effect on the model maybe)
-basic model shadows on a plane, or on a cube
-texture animation (simple slide in/out, top in/out, with tiled texture) /like a cloud swim effect/
-mirror effect
-maybe a faster picking
Hi Dennis, thanks for your job!!!
I’m using your libs for my thesis. One question…. i need to load a very large object from a .obj file. It’s made with thousand meshes… more than 32000 …. so short integers inside parse method aren’t good for me
i’m editing your sources to change short into integer… Is there a good reason not to do it? Maybe i will introduce some bugs….
suggestions are appreciated
Hi CrystalCT,
I suggest you just give it a try and see if it affects performance or if you get memory issues. 3200 meshes is quite a lot
If any questions or issues are, just give me a shout or open an issue on Github.
Cheers
Dennis
Sorry… the objects (meshes) are less than 100, but the lines that begin with “f” are thousands…. perhaps by dividing the file with many files with only one object inside, anyway it could be an Object with too “f” lines.
About memory issues, i’m developing with Android 3.1, so i can use large heap.
Hi, there is issue with “Quads are not allowed. Make sure the model contains only triangles.”. But we can have “Quads”. I fixed this issue. If you need – i can show my solution. Thanks
Hi Dennis,
I am trying to change car from your sample code.I modified camora.jpg color from red to yellow and trying to apply that texture to car from Scene.I am not getting any change.Can you please help me where am doing wrong.
Bitmap b;
b = Utils.makeBitmapFromResourceId(R.drawable.camora_yellow);
Shared.textureManager().addTextureId(b, “yellow”, false);
b.recycle();
I am using your wallpaper template project and i’m having problem when importing custom .obj models created in blender. I also tried to modify your .blend models from your project and then to export it with suggested options, but shows me an error when run project. When i used your .obj file, e.g. arrow, it works great, but with my file it throws errors. I am using Blender 2.63a. Can you tell me what i’m doing wrong?
first, let me thank you for your great work. This framework is very neat and eases my development. I’d like to know whether it’s possible to load a scene (generated as a .obj file) made of multiple objects.
What I mean is :
Just thought I’d mention that OBJ files exported from Maya are outputting slightly differently, this is causing the mtl file to incorrectly attach to the obj file.
In Maya the geometry is being placed in “g default”, while the material is being attached to the “g pTorus1″.
For example my file had:
g default
– vertex info –
s1
g pTorus1 — This is the actual object –
usemtl initialShadingGroup
A warning for Maya users, you will need to manually change the file. I’m adding this to a list of things to try and fix for my fork of the project.
To fix the file simply change “g default” to “g pTorus1″ and place “usemtl initialShadingGroup” directly above s1.
@ Veldan – Thanks for the information, it helped me find what I believe to be the proper export options from Maya to work perfectly with Rajawali.
I thought I would share what I have found so far while using Maya to produce OBJ and MTL files. I believe the the lines in the OBJ that have an “s” refer to a group of verts (and their properties) a.k.a “surface”. If your model has multiple surfaces it will not parse properly in Rajawali, unless you change the default OBJ export settings when exporting from Maya.
Th OBJ export settings setting should be:
Groups: Off
Point groups: Off
Materials: On
Smoothing: Off
Normals: On
Make sure you triangulate your mesh since quads aren’t supported, and I recommend doing that before you create UVs. The shader you select is irrelevant, as you will want to apply a material using Rajawali for good control, but add one because it enables you to attach your texture.
Make sure you name your OBJ export exactly as you want to reference it in your code. If you change the name of the OBJ make sure you open it and the MTL file in a text editor and update the naming there too. You will still have to rename the files in the Eclipse IDE as mentioned in Dennis’ tutorials, but that won’t impact the linkages within.
This process has resulted in a rather pain-free workflow from Maya to Android for me.
Out of topic question, rajawali obj parser is working good, the .obj and texture is render nice however can i display it again over a live camera feed? (In short , 3d object with camera preview background)
hello i am new to this.. when i export the obj with the material and load it in my program i only get the materials color but not my shader options (diffuse specular transparency..) it always looks verry glossy and shiny is this like this or am i doing somthing wrong… and how can i get my shader options imported from blender too… same with bumpmap it loads always the bumpmap texture as a texture and not a bumpmap.. or do i have to program my own material.. thank you..
Hi,
Very impressive job.
I tried the other parsers and they don’t work (FBXParser, Max3DSParser)
For the ObjParser, it loads the object correctly, but the materials don’t work. the objects are always white color. when i apply custom Material it does work for the specific color (I use 3ds Studio max to create the objects) and change the names of the files (.obj and .mtl to _obj _mtl).
Thanks..
Hello my friend, I’m using your framework on android and i have a problem, when I try to load an .obj very big amm it could be around 400,000 vertex and 41 textures, the program doesn’t show the textures only show the object but no textures, my apologize for my bad english
I have some new ideas to develope:
-multitexture on one plane/or model (a model than a blood effect on the model maybe)
-basic model shadows on a plane, or on a cube
-texture animation (simple slide in/out, top in/out, with tiled texture) /like a cloud swim effect/
-mirror effect
-maybe a faster picking
anyway it s a very nice code, and good start
and:
-sprite factory, with delay, steps
-more shadows: inner shadow on a model
-alphablending, alphatest tutorials
Thanks for the suggestions
Just need more time … or more developers that help me
Hi Dennis, thanks for your job!!!
I’m using your libs for my thesis. One question…. i need to load a very large object from a .obj file. It’s made with thousand meshes… more than 32000 …. so short integers inside parse method aren’t good for me
i’m editing your sources to change short into integer… Is there a good reason not to do it? Maybe i will introduce some bugs….
suggestions are appreciated
Best regards
CrystalCT
Hi CrystalCT,
I suggest you just give it a try and see if it affects performance or if you get memory issues. 3200 meshes is quite a lot
If any questions or issues are, just give me a shout or open an issue on Github.
Cheers
Dennis
Sorry… the objects (meshes) are less than 100, but the lines that begin with “f” are thousands…. perhaps by dividing the file with many files with only one object inside, anyway it could be an Object with too “f” lines.
About memory issues, i’m developing with Android 3.1, so i can use large heap.
Hi, there is issue with “Quads are not allowed. Make sure the model contains only triangles.”. But we can have “Quads”. I fixed this issue. If you need – i can show my solution. Thanks
Hi Igor,
Yes – that is on my todo list. Could you please send me your solution? Will save me some time
[...] Rajawali Tutorial 17: Importing .Obj Files [...]
Excellent work!!!
Keep it up, man! I owe you!
Peter
I see the exporter options for blender… What if I’m using c4d?
Love your work rajawali. (Dennis)
What do you suggest for baking? Normally I just use single texture…
Hi Mike,
I’ve never used c4d, so I can’t help you with this I’m afraid.
I suggest baking it all into one texture. The less textures the better.
Hi Dennis,
I am trying to change car from your sample code.I modified camora.jpg color from red to yellow and trying to apply that texture to car from Scene.I am not getting any change.Can you please help me where am doing wrong.
Bitmap b;
b = Utils.makeBitmapFromResourceId(R.drawable.camora_yellow);
Shared.textureManager().addTextureId(b, “yellow”, false);
b.recycle();
car.textures().addById(“yellow”);
Hi Seshu,
I’m afraid Min3D isn’t supported anymore. This tutorial is about Rajawali, the new engine I’m working on.
Hi Dennis,
I am using your wallpaper template project and i’m having problem when importing custom .obj models created in blender. I also tried to modify your .blend models from your project and then to export it with suggested options, but shows me an error when run project. When i used your .obj file, e.g. arrow, it works great, but with my file it throws errors. I am using Blender 2.63a. Can you tell me what i’m doing wrong?
Thanks
Hi Dennis,
first, let me thank you for your great work. This framework is very neat and eases my development. I’d like to know whether it’s possible to load a scene (generated as a .obj file) made of multiple objects.
What I mean is :
BaseObject3D mObject = objParser.getParsedObject();
where mObject is instantiated with multiple children ?
Or do I have to create a .obj for each object, or plane, or whatever, load them, and add them by code with addChild() ?
It’s important for me because I need to test the collision with some of the planes and objects I import, and a complex, single object would not do.
Thanks in advance
Just thought I’d mention that OBJ files exported from Maya are outputting slightly differently, this is causing the mtl file to incorrectly attach to the obj file.
In Maya the geometry is being placed in “g default”, while the material is being attached to the “g pTorus1″.
For example my file had:
g default
– vertex info –
s1
g pTorus1 — This is the actual object –
usemtl initialShadingGroup
A warning for Maya users, you will need to manually change the file. I’m adding this to a list of things to try and fix for my fork of the project.
To fix the file simply change “g default” to “g pTorus1″ and place “usemtl initialShadingGroup” directly above s1.
@ Veldan – Thanks for the information, it helped me find what I believe to be the proper export options from Maya to work perfectly with Rajawali.
I thought I would share what I have found so far while using Maya to produce OBJ and MTL files. I believe the the lines in the OBJ that have an “s” refer to a group of verts (and their properties) a.k.a “surface”. If your model has multiple surfaces it will not parse properly in Rajawali, unless you change the default OBJ export settings when exporting from Maya.
Th OBJ export settings setting should be:
Groups: Off
Point groups: Off
Materials: On
Smoothing: Off
Normals: On
Make sure you triangulate your mesh since quads aren’t supported, and I recommend doing that before you create UVs. The shader you select is irrelevant, as you will want to apply a material using Rajawali for good control, but add one because it enables you to attach your texture.
Make sure you name your OBJ export exactly as you want to reference it in your code. If you change the name of the OBJ make sure you open it and the MTL file in a text editor and update the naming there too. You will still have to rename the files in the Eclipse IDE as mentioned in Dennis’ tutorials, but that won’t impact the linkages within.
This process has resulted in a rather pain-free workflow from Maya to Android for me.
Cheers!
-D
Out of topic question, rajawali obj parser is working good, the .obj and texture is render nice however can i display it again over a live camera feed? (In short , 3d object with camera preview background)
hello i am new to this.. when i export the obj with the material and load it in my program i only get the materials color but not my shader options (diffuse specular transparency..) it always looks verry glossy and shiny is this like this or am i doing somthing wrong… and how can i get my shader options imported from blender too… same with bumpmap it loads always the bumpmap texture as a texture and not a bumpmap.. or do i have to program my own material.. thank you..
Hi,
Very impressive job.
I tried the other parsers and they don’t work (FBXParser, Max3DSParser)
For the ObjParser, it loads the object correctly, but the materials don’t work. the objects are always white color. when i apply custom Material it does work for the specific color (I use 3ds Studio max to create the objects) and change the names of the files (.obj and .mtl to _obj _mtl).
Thanks..
Hello my friend, I’m using your framework on android and i have a problem, when I try to load an .obj very big amm it could be around 400,000 vertex and 41 textures, the program doesn’t show the textures only show the object but no textures, my apologize for my bad english
Hi Armando,
Please ask your question here: https://github.com/MasDennis/Rajawali/issues
Hello Dennis thanks it’s are in gintub right now