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      Exporting Textures: UVHelper vs. PolygonMesh.uv_at

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      @kevd said: The problem only seems to manifest itself if the geometry is located in a nested group -- top-level groups didn't seem to have this problem. It's probably related to the admittedly very messy way in which I apply the transformations and inverse transformations to export the geometry in the right place. Hi Kevin, I am an author of SU2KT exporter. I have faced same problems as you have had. I've got still several test models where photo-matched textures are not exported correctly. Can you try them with your routine? Could you describe in detail what was actually wrong with applying inverse transformations to export the geometry? Mine has been inherited from Ogre exporter and it is messy indeed Frankly speaking my routine still doesn't export photo matched textures inside nested geometry Thanks Tomasz UVs export problem UVs export problem #2
    • K

      Selecting Entities inside composite Entities

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      That's not a bad idea as an alternative, TIG. I've thought of something similar myself, though mine was admittedly less sophisticated. (I was just going to change the edge colours and throw away the original value.) I'll certainly add that to my growing list of fall-back plans. Thanks again for all the input, Kevin
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      Ruby Scrambler -- Myth or Marvel?

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      I've integrated both methods to the d/Code plugin: encrypt files with Scrambler.exe encode code with the other method Maybe anyone needs it and doesn't like to use the command line. (The scrambler isn't provided with the plugin, you have to get it on your own.) azuby
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      Absolute vs. Relative Meshes/Groups

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      Huh. Well. As it happens, it was much less painful adding in the transformation information than I thought: it works perfectly now. For anyone interested, just as an fyi, if you want to recapture the correct geometry, you have to transform the mesh according to the value returned by Group.transform, not the inverse of Group.transform. In other words, you want something like: t_matrix = Geom;;Tranformation.new def output_entity(entity, t_matrix) if entity.typename == "Group" t_matrix = t_matrix * entity.transformation # <== *NOT* t_matrix * entity.transformation.inverse entity.entities.each{|sub_entity| output_entity(sub_entity, t_matrix) } elsif entity.typename == "Face" mesh = entity.mesh 0 mesh = mesh.tranform! t_matrix # [Add output code here] end end Anyway, I'd still be curious if there's a more "internal" solution, but it seems like everything's working perfectly, and much less painfully than I'd expected. Kevin
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      Launching non-blocking external applications

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      Interesting solution Azuby. I have to check how if it allows to pass parameters as well. Thanks Tomasz
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