2012年5月25日 星期五

利用nvidia DDS Utilities - nvDXT進行DDS轉檔



最近嘗試了幾種dds轉檔的方式,用maxScript的缺陷是在於無法產生alpha,用python透過com操作photoshop則是運行耗時、且我找不到dds的save option,利用nvidia DDS Utilities來進行dds轉檔看來是目前最好的方法。

nvidia DDS Utilities是什麼?nvidia的說明是:
included are a set of utilities for manipulating DDS image files, including:
nvDXT, a command-line binary version of the nvDXT library, 
detach, a tool that extracts MIP levels from a DDS file,
stitch, a tool that recombines MIP levels into a single DDS file and
readDXT, which reads compressed images and writes TGA files.
Download DDS Utilities >> http://developer.nvidia.com/legacy-texture-tools

利用nvDXT即可用command-line的方式來輸出.dds檔案,最簡單的命令如下
nvdxt -profile profile -file file -outdir outdir
nvdxt -profile profile -file file -outsamedir
很方便,可以讀取.psd,-file可運用萬用字元,還可指定profile(由photoshop產生)

----------以下是nvDXT本身的說明內容----------
This program
   compresses images
   creates normal maps from color or alpha
   creates DuDv map
   creates cube maps
   writes out .dds file
   does batch processing
   reads .tga, .bmp, .gif, .ppm, .jpg, .tif, .cel, .dds, .png, .psd, .rgb, *.bw and .rgba
   filters MIP maps


Options:
  -profile : Read a profile created from the Photoshop plugin
  -quick : use fast compression method
  -quality_normal : normal quality compression
  -quality_production : production quality compression
  -quality_highest : highest quality compression (this can be very slow)
  -rms_threshold : quality RMS error. Above this, an extensive search is performed.
  -prescale : rescale image to this size first
  -rescale : rescale image to nearest, next highest or next lowest power of two
  -rel_scale : relative scale of original image. 0.5 is half size Default 1.0, 1.0


Optional Filtering for rescaling. Default cube filter:
  -RescalePoint
  -RescaleBox
  -RescaleTriangle
  -RescaleQuadratic
  -RescaleCubic
  -RescaleCatrom
  -RescaleMitchell
  -RescaleGaussian
  -RescaleSinc
  -RescaleBessel
  -RescaleHanning
  -RescaleHamming
  -RescaleBlackman
  -RescaleKaiser

  -clamp : maximum image size. image width and height are clamped
  -clampScale : maximum image size. image width and height are scaled
  -window : window of original window to compress
  -nomipmap : don't generate MIP maps
  -nmips : specify the number of MIP maps to generate
  -rgbe : Image is RGBE format
  -dither : add dithering
  -sharpenMethod : sharpen method MIP maps
    is
        None
        Negative
        Lighter
        Darker
        ContrastMore
        ContrastLess
        Smoothen
        SharpenSoft
        SharpenMedium
        SharpenStrong
        FindEdges
        Contour
        EdgeDetect
        EdgeDetectSoft
        Emboss
        MeanRemoval
        UnSharp
        XSharpen
        Custom
  -pause : wait for keyboard on error
  -flip : flip top to bottom
  -timestamp : Update only changed files
  -list : list of files to convert
  -cubeMap : create cube map .
            Cube faces specified with individual files with -list option
            positive x, negative x, positive y, negative y, positive z, negative z
            Use -output option to specify filename
            Cube faces specified in one file.  Use -file to specify input filename
  -volumeMap : create volume texture.
            Volume slices specified with individual files with -list option
                  Use -output option to specify filename
            Volume specified in one file.  Use -file to specify input filename

  -all : all image files in current directory
  -outdir : output directory
  -deep [directory]: include all subdirectories
  -outsamedir : output directory same as input
  -overwrite : if input is .dds file, overwrite old file
  -forcewrite : write over readonly files
  -file : input file to process. Accepts wild cards
  -output : filename to write to [-outfile can also be specified]
  -append : append this string to output filename


  -8    : compress 8 bit images with this format
  -16 : compress 16 bit images with this format
  -24  : compress 24 bit images with this format
  -32  : compress 32 bit images with this format

  -swapRB : swap rb
  -swapRG : swap rg
  -gamma : gamma correcting during filtering
  -outputScale : scale the output by this (r,g,b,a)
  -outputBias : bias the output by this amount (r,g,b,a)
  -outputWrap : wraps overflow values modulo the output format
  -inputScale : scale the inpput by this (r,g,b,a)
  -inputBias : bias the input by this amount (r,g,b,a)
  -binaryalpha : treat alpha as 0 or 1
  -alpha_threshold : [0-255] alpha reference value
  -alphaborder : border images with alpha = 0
  -alphaborderLeft : border images with alpha (left) = 0
  -alphaborderRight : border images with alpha (right)= 0
  -alphaborderTop : border images with alpha (top) = 0
  -alphaborderBottom : border images with alpha (bottom)= 0
  -fadeamount : percentage to fade each MIP level. Default 15
  -fadecolor : fade map (color, normal or DuDv) over MIP levels
  -fadetocolor : color to fade to
  -custom_fade : set custom fade amount.  n is number number of fade amounts. fadeamount are [0,1]
  -fadealpha : fade alpha over MIP levels
  -fadetoalpha : [0-255] alpha to fade to
  -border : border images with color
  -bordercolor : color for border
  -force4 : force DXT1c to use always four colors
  -weight : Compression weightings for R G and B
  -luminance :  convert color values to luminance for L8 formats
  -greyScale : Convert to grey scale
  -greyScaleWeights : override greyscale conversion weights of (0.3086, 0.6094, 0.0820, 0)
  -brightness : per channel brightness. Default 0.0 usual range [0,1]
  -contrast : per channel contrast. Default 1.0  usual range [0.5, 1.5]

Texture Format  Default DXT3:
  -dxt1c   : DXT1 (color only)
  -dxt1a   : DXT1 (one bit alpha)
  -dxt3    : DXT3
  -dxt5    : DXT5n
  -u1555   : uncompressed 1:5:5:5
  -u4444   : uncompressed 4:4:4:4
  -u565    : uncompressed 5:6:5
  -u8888   : uncompressed 8:8:8:8
  -u888    : uncompressed 0:8:8:8
  -u555    : uncompressed 0:5:5:5
  -p8c     : paletted 8 bit (256 colors)
  -p8a     : paletted 8 bit (256 colors with alpha)
  -p4c     : paletted 4 bit (16 colors)
  -p4a     : paletted 4 bit (16 colors with alpha)
  -a8      : 8 bit alpha channel
  -cxv8u8  : normal map format
  -v8u8    : EMBM format (8, bit two component signed)
  -v16u16  : EMBM format (16 bit, two component signed)
  -A8L8    : 8 bit alpha channel, 8 bit luminance
  -fp32x4  : fp32 four channels (A32B32G32R32F)
  -fp32    : fp32 one channel (R32F)
  -fp16x4  : fp16 four channels (A16B16G16R16F)
  -dxt5nm  : dxt5 style normal map
  -3Dc     : 3DC
  -g16r16  : 16 bit in, two component
  -g16r16f : 16 bit float, two components

Mip Map Filtering Options. Default box filter:
  -Point
  -Box
  -Triangle
  -Quadratic
  -Cubic
  -Catrom
  -Mitchell
  -Gaussian
  -Sinc
  -Bessel
  -Hanning
  -Hamming
  -Blackman
  -Kaiser

***************************
To make a normal or dudv map, specify one of
  -n4 : normal map 4 sample
  -n3x3 : normal map 3x3 filter
  -n5x5 : normal map 5x5 filter
  -n7x7 : normal map 7x7 filter
  -n9x9 : normal map 9x9 filter
  -dudv : DuDv

and source of height info:
  -alpha : alpha channel
  -rgb : average rgb
  -biased : average rgb biased
  -red : red channel
  -green : green channel
  -blue : blue channel
  -max : max of (r,g,b)
  -colorspace : mix of r,g,b
  -norm : normalize mip maps (source is a normal map)
  -toHeight : create a height map (source is a normal map)


Normal/DuDv Map dxt:
  -aheight : store calculated height in alpha field
  -aclear : clear alpha channel
  -awhite : set alpha channel = 1.0
  -scale : scale of height map. Default 1.0
  -wrap : wrap texture around. Default off
  -minz : minimum value for up vector [0-255]. Default 0

***************************
To make a depth sprite, specify:
  -depth

and source of depth info:
  -alpha  : alpha channel
  -rgb    : average rgb (default)
  -red    : red channel
  -green  : green channel
  -blue   : blue channel
  -max    : max of (r,g,b)
  -colorspace : mix of r,g,b

Depth Sprite dxt:
  -aheight : store calculated depth in alpha channel
  -aclear : store 0.0 in alpha channel
  -awhite : store 1.0 in alpha channel
  -scale : scale of depth sprite (default 1.0)
  -alpha_modulate : multiplies color by alpha during filtering
  -pre_modulate : multiplies color by alpha before processing


Examples
  nvdxt -cubeMap -list cubemapfile.lst -output cubemap.dds
  nvdxt -cubeMap -file cubemapfile.tga
  nvdxt -file test.tga -dxt1c
  nvdxt -file *.tga
  nvdxt -file c:\temp\*.tga
  nvdxt -file temp\*.tga
  nvdxt -file height_field_in_alpha.tga -n3x3 -alpha -scale 10 -wrap
  nvdxt -file grey_scale_height_field.tga -n5x5 -rgb -scale 1.3
  nvdxt -file normal_map.tga -norm
  nvdxt -file image.tga -dudv -fade -fadeamount 10
  nvdxt -all -dxt3 -gamma -outdir .\dds_dir -time
  nvdxt -file *.tga -depth -max -scale 0.5

Send comments, bug fixes and feature requests to texturetools@nvidia.com

2012年5月9日 星期三

Regular Expressions

Regular Expressions 可簡稱 re / regex / regexp
中文則為:正則表示式、正規表示式...
下面的連結對RE有詳細的解說
http://www.regular-expressions.info/reference.html
Regular-Expressions.info
石頭閒語 : RE in JavaScript

RE JavaScript Tester

MAXscript不支援RE(至少Max9是),但是可以藉由dotNet來實行,請見下面連結
For obj in $ do : RE with MAXscript
rx = dotNetClass "System.Text.RegularExpressions.RegEx"
pattern = "^([A-Za-z0-9]+_){2}\d{3}"
s = "robot_leftArm_001"
if (((rx.match s pattern).success) == true) then (print "success") else (print "fail!")

2012年5月3日 星期四

MAXscript : Find biped

想要在max檔案中找出所有的biped有什麼方法比較好?
主要是透過取得Biped的根骨架就能夠判別出有幾組biped骨架,而方法有好幾種...
  1. 利用RootNode這個Property
     bipedNode.controller.rootNode
    這個方式是從網上看到的(影片來源),透過能從所有biped骨頭中獲取的rootNode這個property,可取得biped根骨架 。另外也可使用rootName這個property直接獲取rootNode的name。
    //
    for o in geometry where classof o == Biped_Object and o.controller.rootNode == o do print o
  2. 透過Controller的類型
     classof bipedNode.controller
    利用判別controller的類型來尋找,root的controller類型為Vertical_Horizontal_Turn,root外的biped parts都會是BipSlave_Control,Footsteps即為Footsteps。
    //
    for o in geometry where classof o.controller == Vertical_Horizontal_Turn do print o
  3. 透過biped.getNode這個指令
     biped.getNode [bipedNode | bipedCtrl] [limbName | index]
    只要知道固定部位的limb name或者index即可用biped.getNode傳回該node,而根骨架的limb name是#vertical、#horizontal、#turn,index為13~15。詳見MAXScript Reference:Biped Node Hierarchy

2012年4月27日 星期五

MAXscript : constraints appendTarget

近日用MAXscript來做批次處理,其中有個步驟是先切biped的FigureMode為true,然後Merge物件並appendTarget $Bip01,但是發現取消FigureMode之後物件的座標點仍是merge時的座標,並未依據$Bip01的位移改變。後來發現在appendTarget後必需要取用物件的position(或者直接取用transform)資訊才會正常。不過若是一步一步手動執行,就沒有這個問題,也不是因為使用disableSceneRedraw、undo off、用fn進行addConstraint所導致。

2012年4月18日 星期三

MAXscript : Skin Copy/Paste

--
--選擇已Skin物件執行Copy, 自動記錄bones和存出env, 再選擇要套用Skin的物件執行Paste套回
--需要設定tempDir供存出env檔案用
--by JanusHaung
skinBonesArray = #()
tempDir = "D:/MaxProject/export/"
envFilename = ""

rollout skinCopyPaste "Skin Copy Paste" width:185 height:50
(
 button btn_copy "Copy" across:2
 button btn_paste "Paste"
 label lbl1 ""

 on btn_copy pressed do (
  -- 選擇已skin好的物件並執行
  if $.modifiers[#Skin] != undefined do (
   skinBonesArray = for i in 1 to skinops.getnumberbones $.skin collect skinops.getbonename $.skin i 0
   envFilename = tempDir + $.name + ".env"
   skinOps.saveEnvelope $.skin envFilename
   lbl1.caption = "Skin copied."
  )
 )
 
 on btn_paste pressed do (
  max modify mode
  if skinBonesArray.count > 0 do (
   -- 選擇尚未skin好的模型執行
   if $.modifiers[#Skin] == undefined do addmodifier $ (Skin())
   for i in 1 to skinBonesArray.count do skinOps.addbone $.skin ( getNodeByName skinBonesArray[i] ) 0
   --先執行completeRedraw()才可成功LoadEnvlope
   completeRedraw()
   skinOps.LoadEnvelope $.skin envFilename
   lbl1.caption = "Skin pasted."
  )
 )
)

createDialog skinCopyPaste

[MAXscript] 將所選擇物件轉為物件陣列形式

可將選擇中的物件名稱以#( $node1, $node2, ... )物件陣列的方式印出來

-- 將所選擇的物件名稱輸出成物件陣列形式 by Janus Huang

-- 紀錄下所有物件的名稱
tmp = for o in selection collect o.name

out = "#( "

--把物件名稱去除掉空白格
for i in 1 to tmp.count where matchpattern tmp[i] pattern:"* *" do (

    strNew = ""
    
    --留下space外的字串成array
    strTmp = filterString tmp[i] " "
    
    --將array結合成string後重新丟回
    for s in strTmp do strNew += s
    tmp[i] = strNew
)

for i in 1 to tmp.count do (
    --把物件名稱去除掉()
    if matchpattern tmp[i] pattern:"*(*)*" then
    (
        strNew = "getNodeByName \""+tmp[i]+"\""
        tmp[i] = strNew
    ) else (
        tmp[i]="$"+tmp[i]
    )

    if i != tmp.count then out += tmp[i]+", " else out += tmp[i]+" )"
)

print out

2012年3月23日 星期五

MAXscript : 圖檔轉檔

在MAXscript Reference 9.0中有寫並不支援輸出DDS檔
DDS : BitmapIOClass
instances not creatable by MAXScript, no interfaces or properties exposed
不過先用Max來Render輸出1張dds後,就能夠成功的用ms來輸出dds檔案了


sourceImage = openBitMap  "filename_string" --定義來源檔案(.psd ..)
outputImage = bitmap sourceImage.width  sourceImage.height --定義輸出檔案
copy  sourceImage outputImage --拷貝bitmap
outputImage.fileName = "filename_string" --定義檔案路徑
save outputImage --儲存
close sourceImage


但是openBitMap讀取的PSD檔案不包含alpha(只會有空的alpha 囧)

2012年3月16日 星期五

[3dsMax] 開檔時間異常的慢或者檔案容量異常的大的解決方法

  有時會發現Max檔案的容量很大或者是開檔案時會異常的慢,但刪除檔案內所有物件後存檔卻沒有變小,這種檔案是空的卻容量很大的狀況是因為有一些沒有實體的數據資料還殘留在檔案內(例如Motion Mixer, reactor..),在網上找到了解決的方式,第一篇文章說明的很清楚,且有ms檔案可下載:
  1. Scenes that take a long time to open or save and take up a lot of memory
  2. Cleanup of a 3d max file. HELP!!!!! - pietro cunin
    Cleanup of a 3d max file. HELP!!!!! - marcwe
  3. max file grew too big pls HELP - Alex Ayuso

簡而言之:
  1. 以Maxscript清除trackview nodes的資訊
    // 請Copy下面這一行指令在Max中執行
    t=trackviewnodes; n=t[#Max_MotionClip_Manager]; deleteTrackViewController t n.controller; gc()
    // 如果執行後有-- Unknown property: "controller" in undefined 的錯誤訊息代表此方式可能幫不了你了
    
    // 下面將此行指令分行方便瀏覽
    t=trackviewnodes
    n=t[#Max_MotionClip_Manager]
    deleteTrackViewController t n.controller
    gc()
    
    
    如果不會使用Maxscript的話請看下面: 
    開啟Maxscript Listener,熱鍵F11
    或者直接用左下角的Listener
    貼上指令之後按下九宮格鍵盤區的Enter執行
  2. 在只需要Objects及Hierarchy的狀況下,只需要File>New>Keep Objects and Hierarchy,就可存出乾淨的檔案
  3. 也有可能只是Biped骨架系統的Copy Collections造成,刪除掉即可
    有時會重覆載入過多的collections,刪除掉即可

2012年3月6日 星期二

MAXScript : 讓Max說話

在網路上發現的有趣東西XD

透過OLE使用語音功能
theVoice = CreateOLEObject "SAPI.SpVoice"
theVoice.Speak "Hello"
如此就能讓MAX說話了 : D

來源 http://www.cnblogs.com/sitt/archive/2011/11/22/2258834.html

2012年3月2日 星期五

MAXscript : Display Layer

Interface: LayerManager

.count
Get the number of layers in the scene
.current
Returns a LayerProperties MixinInterface to the current layer.

getLayerFromName #name
Returns a LayerProperties MixinInterface to the layer with the given name.

選取Layer中的物件
layer = layerManager.getLayerFromName #name
--Returns true on success, and an array of all nodes on the layer in the by-reference Out parameter.
layer.nodes &theNodes
select theNodes

2012年2月14日 星期二

MAXscript : 如何自動觸發Dialog中的按鈕

在Max中有許多不被MAXscript直接支援的東西,譬如說Load Envelopes等等的Dialog,此時可靠一個callback function來解決,CGS的Bobo分享了這個方法,另外在這邊也有相關討論

fn ANoon_EnvelopeCallbackFunction =
(
    WindowHandle = DialogMonitorOPS.GetWindowHandle()
    theDialogName = UIAccessor.GetWindowText WindowHandle
    if theDialogName != undefined and matchpattern theDialogName pattern:"*Load Envelopes*" do
    UIAccessor.PressButtonByName WindowHandle "OK" true
)

DialogMonitorOPS.RegisterNotification ANoon_EnvelopeCallbackFunction ID:#ANoon_Envelopes
DialogMonitorOPS.Enabled = true

這個callback是case sensitive

2012年2月9日 星期四

MAXscript : Skinops Methods

今天想寫個merge已綁定模型的同時也自動將skin加上去的script,但是當寫到給merge進來的模型add bone的時候就是一直** system exception **,搞了好久一直找不到原因,上網搜了一下找到答案了,原來是skinops的methods一定要在該skin modifier可以被選取的狀態下才可以使用!!真是太不人性化了...

Help裡面就有寫著,一直被我無視...
The following methods require that the Skin modifier be the displayed modifier in the Modify panel, and that the Modify panel is active.
addbone後要執行load envlope時,又遇到一個問題,load envlope雖然成功執行,但是卻沒有load到envlope,咕狗後發現解決辦法(還有如何執行load envlope dialog的按鈕的方法),一為執行load envlope兩次,二為在load envlope之前加入completeRedraw()。

2012年2月7日 星期二

MAXscript : 控制外部文件

MAXscript 控制外部文件的函數 (適用於max檔案及非max檔案)


getFiles "wild_card_filename_string"
Returns an array of file names that match the given wild-card path name. The following example gets an array of all the .max scene files in c:\foo and then loops over the array, opening each file and printing the objects in each:
files = getFiles "c:\\foo\\*.max"
for f in files do (loadMAXFile f; print objects)
getFiles() can also be used to determine if a file exists.


getDirectories "wild_card_directory_name_string"
Returns an array of directory paths that match the given wild-card directory path name.


makeDir "directorypath_string" all:
Return false on failure (either because the path could not be created or because the path already existed).


deleteFile "filename_string"
Fails if the file is open in MAXScript.


renameFile "old_filename_string" "new_filename_string"
Renames the old file to the new file. This can also be used to move a file between directories. Fails if new file already exists or if the old file is open in MAXScript. Returns true on success, false on failure.


copyFile "existing_filename_string" "new_filename_string"
Copies the existing file to the new file. Fails if the new file already exists, the new file cannot be created, or the existing file is open in MAXScript. Returns true on success, false on failure.


getFileSize "filename_string"
Returns the size of the specified file in bytes. Returns 0 if the file could not be found.


getFileAttribute "filename_string" "attribute"
setFileAttribute "filename_string" "attribute"
The valid values are:
#readOnly #hidden #system #directory #archive #temporary #normal


getFileModDate "filename_string"
getFileCreateDate "filename_string"


getFileVersion "filename_string"
This data is typically specified only for executable and application extension (i.e., .dll) files.


FileStream Values


createFile


openFile [ mode: ]


close filepath


Standard Open and Save File Dialogs


getOpenFileName
getSaveFileName
Both functions return a fully-specified file path name or undefined if the user cancels out.
When the optional keyword filename: is supplied, the string is used to define the path and file name of the file to be loaded or saved. The dialog automatically navigates to the specified path (if available on the disk/network), displays its content in the browsing area and suggests the file name in the "File name" field. If the path does not exist, the current path is used and only the file name is displayed as requested.

getMAXFileObjectNames
傳回該檔案內物件的字串陣列


checkForSave()
儲存確認視窗


shellLaunch "notepad.exe" filepath
執行外部程式 eg. Notepad


File Name Parsing 檔名的解析
filenameFromPath "filename_string"
從完整的檔案路徑中擷取檔名(包含副檔名)


getFilenamePath " filename_string "
getFilenameFile " filename_string "
getFilenameType " filename_string "
從完整的檔案路徑中獲得目錄路徑、檔案檔名(不含副檔名)、副檔名


doesFileExist " filename_string "
return True or False

2012年2月3日 星期五

關於遊戲開發資料收集

The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal (1999)
The Anatomy of a Design Document, Part 2: Documentation Guidelines for the Functional and Technical Specifications(1999)
Game Production TimeLine - Game Production TimeLine

Python 資訊收集

fcamel's blog: 學 Python 的入門書: 常看到有人問這問題,想說來寫篇心得,省得重覆回一樣的問題。 我在學 Python 前已學過別的程式語言,所以想找針對已學過程式的人的書。一開始翻許多人推薦的《Learning Python》,發現它是針對沒學過程式的人,有太多篇幅在介紹基本觀念 (如 if 是什麼 ),翻沒幾...

fcamel's blog: Python 的特別之處 (1): 從新手的眼中來看 Python,比較能看出 Python 和其它語言不同之處。最近有機會幫別人快速上手 Python,就順便整理一下我從中發覺 Python 較為突出的優點。 list、dictionary and string 平時 coding 最常用到的 container...


blur-devBlur Studio API's, Libraries and Tools : Python and 3dsMax

Dive Into PythonPython from novice to pro: Dive Into Python is a free Python book for experienced programmers. It was originally hosted at DiveIntoPython.org, but the author has pulled down all copies. It is being mirrored here. You can read the book online, or download it in a variety of formats. It is also available in multiple languages.

2012年1月11日 星期三

Bone-Gimbal & Gimbal Lock


在3dsMax創bone的時候,座標系的旋轉值會因為創bone時的軸向而異(viewport也有關聯),會造成錯誤的gimbal軸向(Euler Controller的問題,x跟z軸會重疊),導致調curves的時候會異常困難,動態也有問題。在網路上搜到了一個討論串提到了解決方法:
  1. 建立一個dummy對齊bone的pivot,將bone link給dummy,對dummy上key
  2. 創好bone之後,選取bone後alt+RMB執行Freeze transform
在搜尋解決方式時也發現了Gimbal Lock一詞,這個現象的相關資料:
Gimbal Lock到底該怎麼稱呼?
Wikipedia:Gimbal Lock
Gimbal Lock 萬向鎖 (內文有滿深入的講解跟有用的連結)