Plan for Alexander Luddy
by Alexander Luddy · 07/24/2005 (6:59 am) · 9 comments
New Shaper Beta Release
www.inversesoftware.com/Shaper/
I recently released a long over due new beta version of Shaper. The delay is partly due to the fact that I have changed jobs and moved interstate since the last release. I plan to have far more regular releases in the future (I think I said that before).
This release includes Torque animation support in the form of DSQ files and transform gizmos.
Some people may be interested to hear the rationale behind the creation of importers. When adding support for a new file format the approach I take is to first write the importer followed by the exporter. Even if there is no value in the importer other than assisting the development of the exporter I have found it to still be worth the time and effort. Importer development has two main benefits. The first is that I am forced to quickly understand the file format. The importer is required to read the file from start to finish and know precisely what each bit refers to so as the relevant data can be pushed to the application. The exporter on the other hand is generating a file the correctness of which will not be verified until it is used else where. The second benefit is that an importer makes testing the exporter much easier. Import a file and then export it. If the exported file does not match the imported file then there is probably a problem.

There are no more major features on the pre 1.0 to do list. Between now and 1.0 I will be focusing on bug fixing and optimisation. That said I will go ahead and add a feature if it is absolutely necessary to compete with MilkShape 3D.
If anyone is interested in this product then please check it out and provide feedback and bug reports. I am extremely interested to hear from existing MilkShape 3D users. What is needed to make switching to Shaper a no brainer?
www.inversesoftware.com/Shaper/
I recently released a long over due new beta version of Shaper. The delay is partly due to the fact that I have changed jobs and moved interstate since the last release. I plan to have far more regular releases in the future (I think I said that before).
This release includes Torque animation support in the form of DSQ files and transform gizmos.
Some people may be interested to hear the rationale behind the creation of importers. When adding support for a new file format the approach I take is to first write the importer followed by the exporter. Even if there is no value in the importer other than assisting the development of the exporter I have found it to still be worth the time and effort. Importer development has two main benefits. The first is that I am forced to quickly understand the file format. The importer is required to read the file from start to finish and know precisely what each bit refers to so as the relevant data can be pushed to the application. The exporter on the other hand is generating a file the correctness of which will not be verified until it is used else where. The second benefit is that an importer makes testing the exporter much easier. Import a file and then export it. If the exported file does not match the imported file then there is probably a problem.

There are no more major features on the pre 1.0 to do list. Between now and 1.0 I will be focusing on bug fixing and optimisation. That said I will go ahead and add a feature if it is absolutely necessary to compete with MilkShape 3D.
If anyone is interested in this product then please check it out and provide feedback and bug reports. I am extremely interested to hear from existing MilkShape 3D users. What is needed to make switching to Shaper a no brainer?
About the author
#2
I downloaded, installed on my public download box[OS=Me,1.2ghz,512], and got that error when launching the program??
...previous version installed/launched just fine.
I'll support and purchase just about any tool specifically targeted towards TGE and fully utilizing the dts/dsq format features with a firm 'handshake'...that's the no-brainer for me. I'm looking for some type of dts/dsq 'animator' and take the process out of the hands of the modelling program as there are a few of the features needed that aren't being produce 'natively' by the modelling package and current exporter builds. Let those several packages produce the dts format, then let one program animate it's dsq needs and record.....;). That's my choice if possible. To me, it's the DTS/DSQ format that is the 'constant', I'm always trying to achieve anyways. I might be off base, but I think you're on the right track with this??
...being able to mount another shape with Nodes would be a great feature, to get syncing the actions to each weapon needed a lot easier...
...and I haven't seen the UI yet, but I would it would great to see a set of sliders used to control the rig within the scene. Have it be contextual, in that whatever Node was currently selected have it's values input to the slider and in a readout/manual field, ready for adjustments; instead of relying on the Viewport and the Nodes local orientation to wire it. I find it more precise to allow for manual entry of value and the slider would give, imho, a more solid cause/effector relationship to the action.
07/24/2005 (10:35 am)
Old hand on the Milkfarm here, Alexander. I downloaded the previous version and had some issues with it. I'll try again and give my opinion. I'm having issues with Blend sequences in Ms3d exporting correctly and will gladly see what Shaper can do. I can get Milkshape to do quite a bit, ;).Cannot find import; DLL may be missing, corrupt, or wrong version File "MSVCP71.dll", error 0
I downloaded, installed on my public download box[OS=Me,1.2ghz,512], and got that error when launching the program??
...previous version installed/launched just fine.
I'll support and purchase just about any tool specifically targeted towards TGE and fully utilizing the dts/dsq format features with a firm 'handshake'...that's the no-brainer for me. I'm looking for some type of dts/dsq 'animator' and take the process out of the hands of the modelling program as there are a few of the features needed that aren't being produce 'natively' by the modelling package and current exporter builds. Let those several packages produce the dts format, then let one program animate it's dsq needs and record.....;). That's my choice if possible. To me, it's the DTS/DSQ format that is the 'constant', I'm always trying to achieve anyways. I might be off base, but I think you're on the right track with this??
...being able to mount another shape with Nodes would be a great feature, to get syncing the actions to each weapon needed a lot easier...
...and I haven't seen the UI yet, but I would it would great to see a set of sliders used to control the rig within the scene. Have it be contextual, in that whatever Node was currently selected have it's values input to the slider and in a readout/manual field, ready for adjustments; instead of relying on the Viewport and the Nodes local orientation to wire it. I find it more precise to allow for manual entry of value and the slider would give, imho, a more solid cause/effector relationship to the action.
#3
07/24/2005 (11:09 am)
That looks like it's part of the Visual Studio 7 library -- most likely it should be included with the download, since not everyone has VS7.
#5
Since the last version I have upgraded Visual Studio which is why this problem has come up now.
07/24/2005 (3:27 pm)
Thanks for reporting that issue Rex. I have uploaded a new version that includes the missing dll.Since the last version I have upgraded Visual Studio which is why this problem has come up now.
#6
I've downloaded and reinstalled Shaper. Now, from the Start-Program Files-Shaper folder= Nothing; double-clicking the .exe does not launch the program=Nothing. Desktop reappears after the register dialog. The root.log in /Shaper, has what appears to be a clean log, but when I double-click the ninja.shpr file[in it's Project folder with texture], the log generated in the /Ninja folder is thus:
and then reverts to the desktop. I'll keep sending feedback as it goes, but looks like I'm stopped here.
I get the Loading dialog[somewhat in background, then
I get the Reminder dialog, I click OK, then
I see a momentary "" dialog in the background again, then the desktop.
Rex
wow, I guess all my bad...I shut the box down, had a nice break, fired it back up and now I see th UI>>>>:). I'll start playing with some shapes right away...
07/24/2005 (3:52 pm)
No problem, Alexander.I've downloaded and reinstalled Shaper. Now, from the Start-Program Files-Shaper folder= Nothing; double-clicking the .exe does not launch the program=Nothing. Desktop reappears after the register dialog. The root.log in /Shaper, has what appears to be a clean log, but when I double-click the ninja.shpr file[in it's Project folder with texture], the log generated in the /Ninja folder is thus:
########## Shaper Log ########## USER ERROR: - cannot read console.lua: No such file or directory Start Execution Start Constructing Data Start Constructing Scene End Constructing Scene End Constructing Data
and then reverts to the desktop. I'll keep sending feedback as it goes, but looks like I'm stopped here.
I get the Loading dialog[somewhat in background, then
I get the Reminder dialog, I click OK, then
I see a momentary "" dialog in the background again, then the desktop.
Rex
wow, I guess all my bad...I shut the box down, had a nice break, fired it back up and now I see th UI>>>>:). I'll start playing with some shapes right away...
#7
Meshes:
Imported a player.dts of mine that loads all the default SDK player_*.dsq sequences and includes all default SDK playerClass Nodes[mount0-7]
-mesh appeared in Scene as expected.
-after scrolling the Export Type in TORQUE Tab, and selecting the other choice[Normal]; I got an Lua Error"ObjectPropertiesTable:getObjectRow() threw an exception
-when trying to restore the setting by selecting the Collision entry, the same Lua Error occurs
-
Sequences:
imported the first sequence, "player_root.dsq" to look at the Animation System's features
-I don't understand what the "Default Animation" sequence is or it's purpose[will this show up in the file{DTSorDSW after export?}]
-sequence appears in the Track View as expected
-in the TimeLine I notice a frameCount of 0-19[20 total frames?keys?]
-when I run the sequence with the GO Vcr button, the sequence, while a cyclic one, does not cycle as expected
-when I run the sequence with the GO Vcr button the sequence, the scrubber does not always travel to the end of sequence as expected
-sometimes the scrubber ends on Frame18, sometimes, Frame17!
imported a second sequence, "player_dieback.dsq" to look at Ground Transforms
-sequence appears in the Track View as expected
-when I run the sequence with the GO Vcr button, the sequence, scrubber does not always travel to the end of sequence as expected, either Frame80 or Frame81
-the player's ground transforms don't appear to be written in the file, as the player ends up floating approximately 1 meter over the origin or X/Y[TGE]plane at the end of the sequence
Track View:
I notice the scroll bar in the Keyframe portion of the Track view makes the Keys portion scroll, but not the corresponding Object Listing portion of the TrackView, that's controled by my middle mouse, makes navigating & finding what has a keyframe a little tricky
I also see no way of setting the parameters for the different sequence types available with the DTS format. Visibility, IFL animation,BLENDS[the most important IMHO], etc, or how to utilize a CFG file to fine tune each sequence as to Node exportation.....important stuf.
Now, I'm off to read documentation, I was but giving the very quick, TGE looky-loo for me to how it works.
...this is what I've seen so far. This is also a bit older box, but still quite robust enough to run TGE, UT2k3&2k4, Unreal II, Serious Sam....Max, GameSpace, Milkshape3D....so, ah, the OS while shoddy, does work, ;). If I can get something to work in this environment, it will probably work anywhere, ;); and should...right now, I'm having trouble getting it to relaunch....!
Rex
07/24/2005 (5:09 pm)
Okay, got it working. Here's some preliminary Notes I've just taken and these came forward immediately within about 20 minutes.Meshes:
Imported a player.dts of mine that loads all the default SDK player_*.dsq sequences and includes all default SDK playerClass Nodes[mount0-7]
-mesh appeared in Scene as expected.
-after scrolling the Export Type in TORQUE Tab, and selecting the other choice[Normal]; I got an Lua Error"ObjectPropertiesTable:getObjectRow() threw an exception
-when trying to restore the setting by selecting the Collision entry, the same Lua Error occurs
-
Sequences:
imported the first sequence, "player_root.dsq" to look at the Animation System's features
-I don't understand what the "Default Animation" sequence is or it's purpose[will this show up in the file{DTSorDSW after export?}]
-sequence appears in the Track View as expected
-in the TimeLine I notice a frameCount of 0-19[20 total frames?keys?]
-when I run the sequence with the GO Vcr button, the sequence, while a cyclic one, does not cycle as expected
-when I run the sequence with the GO Vcr button the sequence, the scrubber does not always travel to the end of sequence as expected
-sometimes the scrubber ends on Frame18, sometimes, Frame17!
imported a second sequence, "player_dieback.dsq" to look at Ground Transforms
-sequence appears in the Track View as expected
-when I run the sequence with the GO Vcr button, the sequence, scrubber does not always travel to the end of sequence as expected, either Frame80 or Frame81
-the player's ground transforms don't appear to be written in the file, as the player ends up floating approximately 1 meter over the origin or X/Y[TGE]plane at the end of the sequence
Track View:
I notice the scroll bar in the Keyframe portion of the Track view makes the Keys portion scroll, but not the corresponding Object Listing portion of the TrackView, that's controled by my middle mouse, makes navigating & finding what has a keyframe a little tricky
I also see no way of setting the parameters for the different sequence types available with the DTS format. Visibility, IFL animation,BLENDS[the most important IMHO], etc, or how to utilize a CFG file to fine tune each sequence as to Node exportation.....important stuf.
Now, I'm off to read documentation, I was but giving the very quick, TGE looky-loo for me to how it works.
...this is what I've seen so far. This is also a bit older box, but still quite robust enough to run TGE, UT2k3&2k4, Unreal II, Serious Sam....Max, GameSpace, Milkshape3D....so, ah, the OS while shoddy, does work, ;). If I can get something to work in this environment, it will probably work anywhere, ;); and should...right now, I'm having trouble getting it to relaunch....!
Rex
#8
Shaper always expects there to be at least one animation which is why there is a default animation. Given that it has caused confusion I shall look into removing it.
07/25/2005 (3:59 am)
Thanks once again Rex. That feedback is a big help. I shall aim to have all these issues addressed by the next version.Shaper always expects there to be at least one animation which is why there is a default animation. Given that it has caused confusion I shall look into removing it.

Torque Owner Jeff Gran