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Development Deliberation / Re: Looking for a Cal3D model viewer
« on: July 21, 2006, 12:42:05 am »
Thank you for your responses. Since I find viewmesh is working with the models packaged with Planeshift, this now seems to be a "not for these forums" issue; even if viewmesh is unable to handle some legitimate Cal3D models, it's irrelevant as I'm going to need CrystalSpace compliance and viewmesh does seem to be providing that. Apologies for the mispost. As it happens, the error I'm most consistently seeing with a variety of models known to be valid is a crash of the "pure virtual function" kind, with no console output preceding it other than that it's attempting to load the *.cfg file. I haven't yet tracked down just what is causing the breakdown, but will get around to it.
Wired_Crawler: Both links are to more recent versions of the export script that I've been working on. Neither of those versions works for me either, even after reapplying my current set of fixes for the problems all three scripts seem to have in common, but since thier output with my test model is doing completely different things to viewmesh (including one OS crash), it's more information to work with.
For the moment I'm inclined to use what I've got so that I can get back to coding; the export script I'm using can now definitely export meshes cleanly and I don't actually need skeletons or animations right now. If I ever get an export script modified to the extent of fully working on my own installation of Blender and Python, I'll provide it here so that people can see if it breaks on theirs. Otherwise, thanks again and bye for now.
Wired_Crawler: Both links are to more recent versions of the export script that I've been working on. Neither of those versions works for me either, even after reapplying my current set of fixes for the problems all three scripts seem to have in common, but since thier output with my test model is doing completely different things to viewmesh (including one OS crash), it's more information to work with.
For the moment I'm inclined to use what I've got so that I can get back to coding; the export script I'm using can now definitely export meshes cleanly and I don't actually need skeletons or animations right now. If I ever get an export script modified to the extent of fully working on my own installation of Blender and Python, I'll provide it here so that people can see if it breaks on theirs. Otherwise, thanks again and bye for now.