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when pixar opens its code

it ends up with opensubdiv, running on all desktop platforms! SUPER easy to install and to compile!

git clone git@github.com:PixarAnimationStudios/OpenSubdiv.git
cd OpenSubdiv/
mkdri bin
cd bin
cmake -G Xcode -D NO_PTEX=1 -D NO_DOC=1 \
       -D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 \
       -D GLFW_LOCATION="YOUR GLFW INSTALL LOCATION" \
make

enter in the bin directory and launch the demos 🙂
[ok, i have all the libs to compile this installed, but who will try this with being used to compilation :)]

source: https://github.com/PixarAnimationStudios/OpenSubdiv

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Custom export python script for blender and custom…

Custom export python script for blender and custom import javascript for threejs to enable morphing of vertex normal in morph targets. It might seems a bit technical, but without this, the object loaded in threejs doesn’t react to light correctly: without this export, if faces change direction after deformation, the lack of normal morphing implies that the illumination of faces is not correct. Try without, it will be clear 🙂

Test it here:

Or check this video:

Anyway, the script is here: faces https://github.com/frankiezafe/Blender-scripts/blob/master/custom_threejs_keyshapes_export.py, with some javascript in comment to load it.

Enjoy!