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| author | Bryan Galdrikian <[email protected]> | 2017-08-28 13:55:34 -0700 |
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| committer | Bryan Galdrikian <[email protected]> | 2017-08-28 13:55:34 -0700 |
| commit | 1e887d827e65a084a0ad0ba933c61a8330aeee07 (patch) | |
| tree | 1e2aab418dadd37f5dc0aae4d8b00e81d909fd24 /docs/api_docs/files/pagesampleassetviewer.html | |
| parent | Removing ArtistTools and CurveEditor projects (diff) | |
| download | blast-1e887d827e65a084a0ad0ba933c61a8330aeee07.tar.xz blast-1e887d827e65a084a0ad0ba933c61a8330aeee07.zip | |
Candidate 1.1 release.
* SampleAssetViewer now unconditionally loads the commandline-defined asset.
* Better error handling in AuthoringTool (stderr and user error handler).
* More consistent commandline switches in AuthoringTool and ApexImporter (--ll, --tx, --px flags).
* NvBlastExtAuthoring
** Mesh cleaner, tries to remove self intersections and open edges in the interior of a mesh.
** Ability to set interior material to existing (external) material, or a new material id.
** Material ID remapping API.
** Rotation of voronoi cells used for fracturing.
* Fixed smoothing groups in FBX exporter code.
* Impulse passing from parent to child chunks fixed.
* Reading unskinned fbx meshes correctly.
* Collision hull generation from fbx meshes fixed.
* Win32/64 PerfTest crash fix.
Diffstat (limited to 'docs/api_docs/files/pagesampleassetviewer.html')
| -rw-r--r-- | docs/api_docs/files/pagesampleassetviewer.html | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/docs/api_docs/files/pagesampleassetviewer.html b/docs/api_docs/files/pagesampleassetviewer.html index d70eb79..252f66f 100644 --- a/docs/api_docs/files/pagesampleassetviewer.html +++ b/docs/api_docs/files/pagesampleassetviewer.html @@ -21,13 +21,20 @@ <!-- Generated by Doxygen 1.5.8 --> <div class="contents"> <h1><a class="anchor" name="pagesampleassetviewer">SampleAssetViewer </a></h1>The windows-specific <b>bin</b> subfolders contain the application SampleAssetViewer.exe.<p> -This application can load model file sets (.blast, .obj, .collision) that are generated by the <a class="el" href="pageimporter.html">ApexImporter</a> or <a class="el" href="pageauthoring.html">AuthoringTool</a> tools.<h2><a class="anchor" name="assetviewer_file_load"> +This application can load model file sets that are generated by the <a class="el" href="pageimporter.html">ApexImporter</a> or <a class="el" href="pageauthoring.html">AuthoringTool</a> tools. A valid file set for this sample is one of the following:<p> +<ol type=1> +<li>An ExtPxAsset file and a graphics file:<ul> +<li>.blast file: contains the <a class="el" href="class_nv_1_1_blast_1_1_ext_px_asset.html">Nv::Blast::ExtPxAsset</a> which stores collision hulls in addition to Blast data. Here you must use the --px option in when exporting from <a class="el" href="pageimporter.html">ApexImporter</a> or <a class="el" href="pageauthoring.html">AuthoringTool</a>.</li><li>.obj or .fbx file: stores the graphics data.</li></ul> +</li><li>An <a class="el" href="struct_nv_blast_asset.html">NvBlastAsset</a> or TkAsset file, and a graphics + collision file:<ul> +<li>.blast file: contains an <a class="el" href="struct_nv_blast_asset.html">NvBlastAsset</a> or <a class="el" href="class_nv_1_1_blast_1_1_tk_asset.html">Nv::Blast::TkAsset</a> (use the --ll or --tk option, respectively, when exporting from <a class="el" href="pageimporter.html">ApexImporter</a> or <a class="el" href="pageauthoring.html">AuthoringTool</a>).</li><li>.fbx file: stores the graphics data along with embedded collision data. Here you must use the --fbxcollision option when exporting from <a class="el" href="pageimporter.html">ApexImporter</a> or <a class="el" href="pageauthoring.html">AuthoringTool</a> to embed collision information.</li></ul> +</li></ol> +<h2><a class="anchor" name="assetviewer_file_load"> Loading a Destructible Model</a></h2> -To load a specific file set, make sure the .blast, .obj, and .collision files all have the same name (except for extension). Then use the commandline options<p> +To load a specific file set, make sure the all files in the file set (described above) have the same name (except for extension). Then use the commandline options<p> <div class="fragment"><pre class="fragment"> --t PATHNAME -n ASSETNAME -p X Y Z -r AX AY AZ ANGLE +-t PATHNAME -n ASSETNAME -p "X Y Z" -r "AX AY AZ ANGLE" </pre></div><p> -Here, PATHNAME is the path to the directory containing the three (.blast, .obj, .collision) files. ASSETNAME is the common name of those files. (X, Y, Z) is the translation to give to the actor that is created. (AX, AY, AZ, ANGLE) is the rotation axis and angle (in degrees) to apply to the actor.<h2><a class="anchor" name="assetviewer_multifile_load"> +Here, PATHNAME is the path to the directory containing the {.blast, .obj} or {.blast, .fbx} file set (described above). ASSETNAME is the common name of those files. (X, Y, Z) is the translation to give to the actor that is created. (AX, AY, AZ, ANGLE) is the rotation axis and angle (in degrees) to apply to the actor.<h2><a class="anchor" name="assetviewer_multifile_load"> Loading Multiple Destructible Models</a></h2> To load multiple destructible models, use a config file. The viewer reads .xml config files, which you can select using the command line argument<p> <div class="fragment"><pre class="fragment"> |