I would like to export the model I have in 3ds max to stl format.
Very easy so far.
But I would like to rotate and move my model a bit and when exporting the model to stl format the stl data file should reflect rotation and translation but it doesn't.
It seems that regardless of what I'm doing with the model in 3ds max, the stl export file contains the original coordinates of the faces.
What can I do? Does any know how to do it? Thank you!
Apply xForm modifier to the object and use it to transform your model.
This would change the vertex co-ordinates with respect to the pivot and you should be able to export this edited geometry.
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I have created an image classification model using the Microsoft model builder. Now I need to use that model to detect objects in a video stream and draw bounding boxes once the object is detected. I can not find a c# sample that uses the generated model from the model builder. All samples of object detection use ONNX models. I have not found a tool to convert the model.zip generated for model builder to model.onnx.
Any help would be appreciated.
The image classification in the model builder cannot detect object in images - it is a different problem.
What you can do is to combine the ONNX sample of object detection in images, with your own custom model.
Basically you run the onnx sample up until the parsing of the bounding boxes. Then you run that part of the image through your image classifier and use that label instead.
It is somewhat of a hack, and you will have a hard time getting anywhere near realtime performance.
ONNX sample for ONNX detection:
https://github.com/dotnet/machinelearning-samples/tree/master/samples/csharp/getting-started/DeepLearning_ObjectDetection_Onnx
Is there a way to capture 2d orthographic view from a 3D model can export to 2D dxf using Autodesk Forge API?
The workflow I want to achieve is:
import a 3D file, for example STEP file.
capture orthographic views (standard, top, front, right, left, rear, and bottom). Ideally I want to capture all the views in a grid view.
Export these views into 2d vector format, for example DXF.
Thanks!
No such functionality is built into the Forge system.
What you can do yourself is retrieve the 3D coordinates of the faces, edges and vertices of the solids defined in the Forge model and flatten them into the different 2D planes that you mention yourself.
Wireframe view is easy of course.
There may well be some open source JavaScript libraries out there that support your in doing this, for more complex hidden line and raytracing operations.
I hope this helps.
The workflow you describe could be achieved with no user interaction. You may want to take a look at our Design Automation API, i.e AutoCAD in the Cloud. You could import the .step file in AutoCAD and use some custom package that would perform the projection and export to .dxf. That's the only Cloud product that would allow you to produce .dxf. But achieving the projection would be a fair piece of work!
In the 'Animation / Skinning / Blending' Three.js example, the JSON model (the Marine) has multiple animation tracks (idle, walk and run). These are stored in an "animations" array in the JSON file.
My question is two-fold... Firstly, how do you "label" the animations in 3DS MAX? I tried using an FBX Multi Take plugin which does allow me to add some marking. They are present when I re-import the FBX file back into Max but do not show up when I try to export to JSON... which is my next question....
How do you then export these animation states? When I use the 'ThreeJSAnimationExporter' from within 3DS MAX, there is no option to define any animation tracks (nor will it pick up the ones I defined in the question above), it just exports everything into 1 animation. This is stored in an "animation" (not "animations") array in the resulting JSON file?
The JSON file of the Marine must have been created somehow... can it be done in MAX? If it is only possible in Blender then is there any way I can get my models and animations from 3DS MAX to Blender as I am trained in MAX and don't particularly want to learn Blender, even though it does look very good these days.
Thanks in advance.
P.s. I am using the MAX exporter that ships with r71 of THREE.js.
I have managed to get this working but it requires a lot of inelegant hacking of JSON files and excessive file duplication in MAX. Basically I have created multiple MAX files with the same rig, skin, weights, UV's and materials. I then animated each track of animation and export it using the existing ThreeJSAnimationExporter. I then open up the JSON files, extract the animation entries and combine them into a single JSON file with an "animations" property array instead of a single "animation" property. You can then rename the animation segments from 'Action' to something more useful.
If anyone has a more elegant solution I would love to hear it.
I would also love it if the clever person who created the original ThreeJSAnimationExporter script could create a new script called ThreeJSBlendedAnimationExporter which allows for a simple animation track input system, it would only need a start frame, end frame and animation label for each animation track (segment). And for the love of god, also address the smoothing while you're at it :)
I have a calculated graph layout of a large graph. I would like to load this graph, as well as its layout (coordinates) in Gephi. Is there a file format that is supported by both igraph and Gephy that allows coordinates specification?
GraphML should be okay - just assign the x and y coordinates of the nodes as two vertex attributes (say, x and y) in igraph and then load the graph in Gephi. I'm pretty sure Gephi provides a way to use numeric vertex attributes as coordinates for a layout.
Is there a file format that is supported by both igraph and Gephy that allows coordinates specification?
Any format that supports node-attributes.
I would like to load this graph, as well as its layout (coordinates) in Gephi.
Placing nodes corresponding to their coordinates is possible using the GeoLayout plugin.
I want someone to tell me the steps to follow to convert an .obj object to json object so I can add it to my web gl scene like this : http://learningwebgl.com/blog/?p=1658
I ve tried everything. Python script, online converters etc. Every one has its flaws and I can't fix them.
I don't use the three.js lib.
Why can't you fix them?
There is no simple answer for how. The format for .obj is documented here. Read it, pull the data out you want in a format you design.
There's an infinite number of ways to convert it and an infinite number of ways to store the data. Maybe you'd like to read out the data and store the vertices in JavaScript arrays. Maybe you'd like to store them in binary which you download with XHR. Maybe you'd like to apply lossy compression to them so they download faster. Maybe you'd like to split the vertices when they reach some limit. Maybe you'd like to throw away texture coordinates because your app doesn't need them. Maybe you'd like to read higher order definitions and tessellate them into triangles. Maybe you'd like to read only some of the material parameters because you don't support all of them. Maybe you'd like to split the vertices by materials so you can more easily handle geometries with multiple materials. Maybe you'd like to reindex them so you can use gl.drawElements or maybe you'd like to flatten them so you can use gl.drawArrays.
The question you're asking is far too broad.