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Numbers
#1
Greetings. Building an air force base to include several hangars, guard post and security cameras (the latter created in Art of Illusion). Hangars need numbers. Single numbers produced from the text generator in Art of Illusion work while in the Art of Illusion environment, and export as .wrl files (identical stats to the security camera), but Frameforge is not identifying them.

What now?

Thank you.
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#2
hermit Wrote:Greetings. Building an air force base to include several hangars, guard post and security cameras (the latter created in Art of Illusion). Hangars need numbers. Single numbers produced from the text generator in Art of Illusion work while in the Art of Illusion environment, and export as .wrl files (identical stats to the security camera), but Frameforge is not identifying them.

What now?

Thank you.

Post the .wrl file here and we can take a look.
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#3
Hi, and thank you for the help.

Attached is the security camera and number six.
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Attached Files
.wrl   Six.wrl (Size: 97 bytes / Downloads: 48)
.wrl   Security Camera.wrl (Size: 561 bytes / Downloads: 64)
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#4
Hmmm, the number 6 doesn't contain anything... it literally has two lines in it:

#VRML V2.0 utf8
#Produced by Art of Illusion, Sun Apr 09 23:07:18 EDT 2006

And that's it. What were you doing and what did you expect to be in this file?
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#5
I went through one of the script functions in Art of Illusion, produced the number "6", and then exported as a .wrl file. Some playing around in Art of Illusion to reduce size of file, but other than that, nothing different than the steps for exporting what I call the security camera.

Not sure what to do now since the number appears in the project.

Any suggestions?

Thank you.
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#6
hermit Wrote:I went through one of the script functions in Art of Illusion, produced the number "6", and then exported as a .wrl file. Some playing around in Art of Illusion to reduce size of file, but other than that, nothing different than the steps for exporting what I call the security camera.

Not sure what to do now since the number appears in the project.

Any suggestions?

Thank you.

Can you post the AOI file?
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#7
Sure. In fact, attaching both files, and both reworked again minutes ago. For some reason, the AOI file is not registering. Trying from the work computer in a few hours.
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SANTERIA DICUSSION


Attached Files
.wrl   Six.wrl (Size: 10.02 KB / Downloads: 13)
.wrl   Six.wrl (Size: 10.02 KB / Downloads: 11)
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#8
You need to .ZIP it first...
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#9
Ok. Attempt 2, and thank you for your help.
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MARIJUANA VAPORIZER


Attached Files
.zip   6.zip (Size: 17.46 KB / Downloads: 23)
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#10
So, guys, any news. Looking forward to anything at this point. Creating things which need numbers and lettering, and 3D Toolkit is not importable into AOI.

Thank you.
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Herbal Vaporizers
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#11
hermit Wrote:So, guys, any news. Looking forward to anything at this point. Creating things which need numbers and lettering, and 3D Toolkit is not importable into AOI.

Thank you.

Sorry about that; we got a bit swamped and this fell by the wayside as it is actually an ART OF ILLUSION bug, rather than a FrameForge 3D Studio bug.

Here's what I finally tracked down. The problem is that you named the mesh object in Art of Illusion as "6" and VRML object names cannot start with numbers. What should have happened in Art of Illusion is that when you tried to export it, the program should have given you a warning or automatically renamed the part to a legal VRML Name. What it did instead is write a VRML file which no program could read as it doesn't follow VRML specs.

The work-around is, of course, simply to rename the "6" object to "number 6" or anything else that doesn't start with a number prior to exporting and it works fine.

However, to make it really look good, I wanted to give the front and back sides of the 6 a crisp edge so what I did in AOI was make a duplicate of the object and delete the front and back faces in one and the edge faces in the other. This resulted it a sharp edge at the front and back faces while maintaining a smooth curve along the rounded part.

I'm attaching the modified AOI file so you can see what I mean.


Attached Files
.zip   6.zip (Size: 20.4 KB / Downloads: 15)
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#12
Hi. Did your success come from a PC or a Mac? I use a Mac, and exported using title "Number 5" with .wrl extension, but no success.

Please advise.

Thank you.
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#13
hermit Wrote:Hi. Did your success come from a PC or a Mac? I use a Mac, and exported using title "Number 5" with .wrl extension, but no success.

Please advise.

Thank you.

The issue isn't the FILE Name, the issue is the internal object/mesh names...
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#14
Ok. Pardon the ignorance... So, when saving the project in AOI, the file name is to be labelled "Number 6", and then exported in VRML format to the file folder in Frameforge and labelled as "Number 6.wrl". Is that correct?

BTW, the "5" in the last reply was a mistype.

Thank you, again, for all your help.
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F2004
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#15
hermit Wrote:Ok. Pardon the ignorance... So, when saving the project in AOI, the file name is to be labelled "Number 6", and then exported in VRML format to the file folder in Frameforge and labelled as "Number 6.wrl". Is that correct?

BTW, the "5" in the last reply was a mistype.

Thank you, again, for all your help.

Nope. WITHIN Art of Illusion there is a list of object/mesh names on the right . It is THOSE names that must not begin with a number.
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