Seamless3d Forum

If you have used Seamless3d we would love to hear about your experience and would much appreciate you sharing links to and/or images of your artwork on the forum.

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RE: Seamless 3D 3.006 & vista are they compatable

Ron, Seamless would not normally need this DLL in it's folder because it is part of the Windows operating system but for some reason your system is not giving it to seamless on start up. Perhaps this problem is related to windows update no longer being supported for Vista however to my understanding all Windows computers should have a USER32.dll file. Try searching for it in your C:\Windows\System32 folder and copy (Do NOT move it) it to your C:\Program Files\Seamless3d folder.
If you can't find it in your System32 folder try searching all folders in your C:\Windows folder.

thyme - 2017-10-22 00:06:36

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RE: Seamless 3D 3.006 & vista are they compatable

Re: missing dll

Thanks for your help, this did not show up before, this time it says (the procedure entry point SetGestureConfig could not be located in the dynamic link library USER32.dll.)Should that not be in-staled with the download? or is it a problem with Vista? uninstalling and new download did not make it work. Kind of nervous about down loading that from the net. any suggested precautions?

Ron - 2017-10-21 15:03:36

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RE: Seamless 3D 3.006 & vista are they compatable

Hi Ron
After googling: entry point not found
I learnt a number of programs can show this message when there is a missing DLL file. Your message should state the missing DLL.

If you can download the missing DLL/s from a trustworthy site and put them in the same folder seamless3d.exe is in, the problem will be solved but finding the files may not be so easy especially if a specific version of the DLL is needed.

I think there is a good chance that if you install Microsoft Visual C++ 2010 Redistributable Package (x86) you will fix this problem.

If none of this helps I may be able to help if you let me know what DLLs is mentioned in your message.

Best of Luck

thyme - 2017-10-21 08:31:36

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Seamless 3D 3.006 & vista are they compatable

I installed Seamless onto an old laptop running Vista for my grandson, when I try running the program I get a dialog saying entry point not found. Help please

Ron - 2017-10-18 15:42:45

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RE: Essentials of Modelling a Head in 30 Seconds Using Free Open Source Software Seamless3d

Thanks Jacksson for bringing my attention to the nurbs lathe tutorial reference in the FAQ as this tutorial is for Seamless3d II so I have changed the reference to the Creating an Animated Character Step by Step tutorial which should be more exciting and easier for beginners, taking advantage of Seamless3d III's capabilities. Most of what is in the old nurbs lathe tutorial still applies to seamless3d III but adding a NurbsLathe is done differently and a beginner would need to set the animation mode to poly animation rather than leaving it to the default nurbs animation making it not an ideal starting point.
The completed nurbs lathe avatar is available to the public but I do not recommend starting with this file as it will have the same issues. Your time would be much better spent learning how to add a NurbsLathe using Seamless3d III. Please let me know if you have any trouble adding one.
Regards

thyme - 2017-10-13 11:15:04

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RE: Essentials of Modelling a Head in 30 Seconds Using Free Open Source Software Seamless3d

Hi Jackson, I have read all your posts. If you only want to make pure lathe shapes so that you can recreate them in the real world using a physical lathe then you do not want a pre stitched head made of nurbs patches, this would only complicate things trying to keep everything circular. If you use only NurbsLathes to create your shapes there should be very little to it. Only one control line is all a NurbsLathe uses to define the curved edge. Drag the control points in the control line to alter the curve. I show how to add a NurbsLathe using Seamless3d III in my Modelling a Human Head Step by Step tutorial. The lathe is what we start with before it is converted to a nurbs patch but you will want to end this tutorial before the lathe is converted. Extra control points can be inserted into the NurbsLathe control line by holding down the enter key while you click on a point between 2 existing control points. To delete a control point press the delete key. To close the ends in your lathe tick the endSP and/or the beginSP check boxes. (found in the NurbsLathe control panel)
After closing an end in the lathe press Control + F4 to regenerate the triangles which will result in a smother finish for the closed end.
I would love to make a simple tutorial on NurbsLathes but have not found the time yet however they are very simple and largely self explanatory to use once you are familiar with how to open the scene tree window and the control panel for the selected NurbsLathe/node in the scene tree window.
To change the position of the lathe in the 3d scene use the NurbsLathe translation field and use the Nurbslathe rotation field to change the orientation of the lathe.

thyme - 2017-10-12 13:42:12

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RE: Essentials of Modelling a Head in 30 Seconds Using Free Open Source Software Seamless3d

Hi Jacksson Sorry I just noticed your posts. I will read them in full later tonight but want to first let you know that this pre stitched head was an old experimental idea for seamless II and the file won't work well for Seamless3d III. The current version can load it but I can see problems soon arise if I try to insert any new control lines so I advise not to waste time on it. If you want a pre stitched head like this to begin with I will update the file and give it a better structure too.
Regards

thyme - 2017-10-12 10:38:09

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RE: Essentials of Modelling a Head in 30 Seconds Using Free Open Source Software Seamless3d

Ah, "be careful what you wish for..." :^)

I found your "Pre-Stitched NURBS Patch Structure" face:
http://seamless3d.com/pre-stitched/
in your youtube video. Somehow, it looked easier in my imagination... :^)

Thank you for anticipating the need.

Jacksson - 2017-10-06 14:00:22

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RE: Essentials of Modelling a Head in 30 Seconds Using Free Open Source Software Seamless3d

Ah, "be careful what you wish for..." :^)

I found your "Pre-Stitched NURBS Patch Structure" face:
http://seamless3d.com/pre-stitched/
in your youtube video. Somehow, it looked easier in my imagination... :^)

Thank you for anticipating the need.

Jacksson - 2017-10-06 14:00:03

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What are the underlying rules behind placing a control line?

Thyme,

I've spent a couple of days immersed in Seamless3D and I've gotten the impression that "control lines" cannot be drawn arbitrarily, but are instead placed by some "rules."

For example, starting with the patch file from the Human Head in 30 sec tutorial, and attempting to add a control line on the front face, I notice that if I pick a point along any ray, the resultant control line is a ring, no matter which ray I pick.

However, if I pick a point along a (circumferential) segment, I notice that the control line is a "Vee" of varying angle, depending on which segment I pick, even though all the segments on a circumference appear to have identical properties.

What I'm saying, I think, is that if I understood the rules for how control lines are placed, I could then, possibly, develop a model by working with control lines instead of nodes.

It is also possible that the rules guiding control lines will prove too simplistic or restrictive for this approach, but even so, an understanding of how they're generated would inform the use of the tool.

Thank you.

Jacksson - 2017-10-06 12:36:00

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RE: Essentials of Modelling a Head in 30 Seconds Using Free Open Source Software Seamless3d

Re: Single-Patch.smls

Thyme,

In the FAQ, you allude to the preciousness of time--spending it one way precludes spending it in others.

Seamless3D promises to offer the quickest way for me to learn to generate customized 3D-head models for later "real" carvings on a CNC lathe.

As the work to create a carving, even after the acquisition of a model is still substantial, and as even tweaking an existing "standardized bust" into similarity with any given person still requires the development of significant artistic senses--and as I am already in my 60s and can feel time accelerating...

I'd like to let you know that sharing a model from the END of the tutorial ;^), would push me wayyyy up the learning curve.

AND, I don't want to forget to thank you for devoting yourself to making Seamless3D a reality--for all of us.

Thank you.

Jacksson - 2017-10-06 12:16:21

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RE: NoSpam - Discussion with Powerful

I agree on the point about mixing 2d and 3d, and so with pretty much everything else as it builds on that.
In fact, I totally forgot you'd have to do both and this is the main thing.
I also had a deeper look at Qt, I found it to be surprisingly easy compared to "traditional" c++/opengl.

Powerful - 2017-09-23 18:17:19

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RE: NoSpam - Discussion with Powerful

SDL and OpenGL let you do all the pixel manipulation by working with a bitmap without directly writing to the video ram.
Years ago I would have assumed it is more efficient to directly write to the video ram but in this age of programmable shaders I am not so sure, as there is more to take into account. For example if having direct access to the inner workings results in the hardware waiting for the CPU to update something then it may be more efficient for the CPU to wait.
I have not done any testing to see which is the most efficient way to do a 2d layer over the top of a 3d scene but I would rather wait for the problem to assert itself before I spend a lot of time trying to fix it especially when there are a number of known issues that would greatly benefit from further optimisation. So long as there are no noticeable glitches for the occasional 2d updates I will be happy.
Since publishing my Qt port, my time has been spent replacing some of the Qt functions I have been using with native OpenGL functions so that seamless is not dependent on the Qt platform to use OpenGL which allows me to do most of the porting and testing with Visual Studio 2017.

thyme - 2017-09-23 17:43:05

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RE: NoSpam - Discussion with Powerful

Well, it isn't. I just guessed it's more efficient because it manipulates the screen as it were a pixel grid (a bitmap). Other than this, I had no experience with Allegro and I don't know if it's actually better than SDL.
Yes, Allegro does (from of version 5) use OpenGL or DirectX for screen drawing, but I don't know its internals.

As far as I know, the main difference is Allegro manipulates all of its 2
D as if it were a bitmap, while SDL, I don't know.

Powerful - 2017-09-20 07:07:56

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RE: NoSpam - Discussion with Powerful

Isn't the link I gave to the texture_mapping_and_pixel_manipulation example (which compiles) a raster grid?

Where is it claimed Allegro is more efficient to do 2d than using 2d textured rectangles with OpenGL?
On the Allegro home page (http://liballeg.org/) is states the graphical primitive drawing support is done via OpenGL or Direct3D
Does this mean the 2d is done via OpenGL functions?

Old OpenGL has a glDrawPixels function (I published an example of this in 2009) but this function is not included in the OpenGL ES standard.
Perhaps this is because it is obsolete I wonder. What is the difference between a textured 2d rectangle and a rectangle on the screen? What is there to say the hardware has to do this any differently?

thyme - 2017-09-19 19:37:35

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RE: NoSpam - Discussion with Powerful

So, did you create a raster grid out of quads?
If so, a more efficient way to deal with 2d graphics is using Allegro gl.
I'm unsure about portability by the way.

Powerful - 2017-09-15 15:31:45

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RE: NoSpam - Discussion with Powerful

No worries Powerful.
After getting a simple example of SDL and OpenGL to compile, I was surprised to find that the SDL was not being used for graphics. After some searching of mixing OpenGL and SDL for graphics, I came across a number of comments saying not to do this as this will create problems.

https://stackoverflow.com/questions/28307814/drawing-2d-stuff-with-sdl-renderer-and-opengl-stuff-with-sdl-glcontext

I also found it said that 2d games can be written using OpenGL ES by using textured 2d quads and that this is an efficient way of doing it because the hardware is well utilised.
None of this exactly clarified my concern however of whether the pixels end up getting distorted, so I tried this simple example of a grid:

http://lazyfoo.net/tutorials/OpenGL/05_texture_mapping_and_pixel_manipulation/index.php

I modified it so that rectangles in the grid are only 1 pixel in size. I was able to verify all the pixels looked right by taking a screenshot and zooming in with a paint program. Perhaps I was not able to detect any distortion because the quads are exactly the right size to match the pixels and because no matrix is applied to the quads in the pipeline.

thyme - 2017-09-15 13:39:49

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RE: NoSpam - Discussion with Powerful

Yes, you're absolutely right. Just wanted to keep everything clean, never meant to enforce anyone to stick to a specific subject (I thought about this "grouping" after the 3rd separate thread about the same thing - more or less)

Powerful - 2017-09-13 02:06:18

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RE: SeamLess3D with OpenGL and SDL

I'm very glad to hear this. Now the only remaining issue is about using OpenGL and GLSL instead of DirectX.
Keep up the great work!

Powerful - 2017-09-10 21:50:44

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RE: SeamLess3D with OpenGL and SDL

I finally tried compiling a simple examples of SDL 2 and managed to plot 2 pixels using a C pointer.
I had to download the lib files of course but it was all very straight forward setting everything up D Smile
I had no problems getting it to compile using Visual Studio 2010 and my recently installed Visual Studio 2017
I am very happy too that there were no problems getting it to compile a 64 bit program.
I am now experimenting with compiling simple examples of OpenGL with GLSL scripts using Visual Studio.

thyme - 2017-09-10 21:48:12

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RE: SeamLess3D with OpenGL and SDL

Have you compiled any SDL examples yet?

In the Qt OpenGL examples, I have noticed some of the examples seem to be plotting pixels directly to the screen, so hopefully OpenGL ES offers a clean way to port Seamless3d's native gui to other OSs same as SDL.

SDL sounds good so far, I hope it will be less challenging than Qt to get it to work on an android but until I have had some experience compiling SDL, I am in the dark.

So far I have only been able to take a quick glance at it. I noticed on a youtube tutorial on SDL, Visual Studio was being used which would make the process of porting much easier for me, as I am much more experienced working in Visual Studio than in Qt. However Qt is good in offering the same IDE to work with whether you are working in Linux or Windows.

thyme - 2017-09-09 15:40:33

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RE: NoSpam - Discussion with Powerful

I think something like porting to Qt deserves to have a thread of its own same as porting to SDL. I think some attempt should be made to categorise subjects but one should allow for any subject to evolve into another in a forum. Strictly keeping to a subject can prevent interesting ideas from coming to the surface.

thyme - 2017-09-09 14:55:31

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RE: Seamless3d 3.005 Ready for download

The new upload works for Mikerman so that seems all it was, so glad about that Happy The version he tested has now become the current online version (2.006)

thyme - 2017-09-09 14:36:20

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RE: What to learn

Yes scripts written in the OpenGL Shading Language are used for specifying the colours in the vertices.

I have just uploaded my port to Qt which you can download from this page: http://www.seamless3d.com/qt/

Sadly it takes me a lot of time publishing files, it's not a simple matter of just uploading where I am up to. When experimenting I end up with a number of variations and so I have to verify what I upload is in working order and compatible with the example smls files and I have to verify that my instructions work for what I have uploaded, so there is a lot of uploading and downloading, waiting for the compiler to compile everything from scratch and rebooting to a different operating system to verify what I have got working in one OS works for the rest. The files I have uploaded seem to compile reliably for Linux and Windows but I seem to be getting random results (as in failing or succeeding to generate an APK file) still when I compile for Android when starting from scratch. Been stuck on this for days now. I suspect I may not have something set correctly in the Qt pro files or I may be just making a lot of silly mistakes from the stress, like forgetting to delete something or gotten confused which file is which, easy for me with all my variations. It would be nice to know what results you get from the uploaded files.
best wishes

thyme - 2017-09-09 14:30:04

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Seamless3d for Linux, Android & other OS using Qt

Seamless3d for Linux, Android & other OS using Qt

I have a new page for the Seamless3d port to Qt here:

http://www.seamless3d.com/qt/

From this page you can download the ported files for compiling with Qt.

I cover some of the issues encountered and the instructions I use for compiling.

thyme - 2017-09-09 13:15:17

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RE: Seamless3d 3.005 Ready for download

It seems Mikerman had the same problem you had vcard. After seeing his screen shot of the message I realised that was a message I added when many at the time had a lower version of DirctX but this would no longer be an issue and it looks like this code that checks for DX 8.1 is only causing problems so I have removed it for this version you can download from here: http://www.seamless3d.com/download/early.html
Feeling optimistic it will work now Happy

thyme - 2017-09-06 12:53:44

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NoSpam - Discussion with Powerful

Dear Thyme, from now on, let's keep all our discussion under a single topic (this).
This is to avoid yo-yoing up and down on threads.
Last discussion was about SDL, OpenGL, SDL_Net and porting to Android, iOS, MACOS and Linux.

So, please, share your progress here.

I still have lots of ideas to propose, if you're interested, which I'll share as you're done with this.

By the way, let's KISS and post under a single, easier to follow, discussion.

Powerful - 2017-09-02 02:47:59

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RE: SeamLess3D with OpenGL and SDL

Thanks for your feedback.
Indeed, that's what I meant. I guessed 80 euros/week for 80 week would have been too much.
SDL has several GUIs to choose from and it support OpenGL, plus it's compatible with android and ios.
As i said, it also provide audio output, and a network library.
This to explain:
Win32 API for GUI->SDL any gui
DirectX audio->SDL audio
DirectPlay->SDL_net
Direct3D->OpenGL
All of the above -> Windows, Linux, Mac, Android, iOS.

Note whatever GUI for SDL would keep pixels 1:1 with your texture.

Powerful - 2017-09-02 01:28:47

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RE: SeamLess3D with OpenGL and SDL

Dear Powerful, I have had no experience using SDL but I am interested. I prefer the permissive Zlib licence SDL is under to QTs GPL however I don't think you should spend 80 euros a week for 20 weeks just to port seamless, that sounds like a lot of money just to get hold of a few simple examples that do a few low level tasks. Because most of seamless's code does not use function calls that are specific to an operating system, all we need is some simple working examples of plotting pixels working harmoniously with meshes rendered with OpenGL ES that compile and link for Linux and Android and we are away.
A solution using OpenGL ES alone, would be to use textured triangles for the GUI. This would be guaranteed to work but I am not sure how good the quality will be. Ideally I want to keep the pixels exactly the same on the screen as they are in the texture. Keeping the pixel dimensions the same as the rendered rectangles would help but I fear some blending will occur. If the buttons and text are kept big enough this might not be notifiable but small buttons might be essential for an android but is what I want to try first using QT, a better solution if needed can be found later.

thyme - 2017-09-02 01:14:45

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SeamLess3D with OpenGL and SDL

Dear thyme, I'm outsourcing a port of SeamLess3D to OpenGL, SDL and SDL_Net.
This will make me pay eur 80/week for almost 20 weeks.
I hope this is interesting for you, and please, if you're already intentioned to do the same, please tell me before tomorrow, as I could save money.

Powerful - 2017-09-01 16:45:53

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RE: Texturing, sculpting and compositing

At the most basic level, it's all about allowing one or more shaders for each rendered object.

Powerful - 2017-09-01 16:08:45

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RE: Seamless everywhere

SDL can be used to plot pixels and to draw GUIs or HUDs.
Any SDL context can be used to do OpenGL calls.
Note SDL also manages audio. You could finally replace DirectPlay with SDL_Net.

Powerful - 2017-09-01 16:06:17

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RE: What to learn

You MUST use shaders in whatever OpenGL app. If you don't,you'll end up with white triangles.
Please, let me have a look at your development version

Powerful - 2017-09-01 15:56:52

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RE: What to learn

Hi Powerfull, I found the QT OpenGL examples useful but what I really wanted was an example of some coloured triangles that used normals. Simple online examples of WebGL helped me figure out how to do this as WebGL uses OpenGL ES. I have a simple program using QT that uses some of the classes I developed for seamless but is kept to just a few short files to keep it simple making it ideal for me when testing things out with a new compiler or operating system. It can not open files containing nurbs patches like the QT version of seamless can, it can only open a file containing a low level mesh of coloured triangles with normals (and render it and lets the user orientate the view) but will be helpful for someone wanting to learn about the inner workings of seamless or 3d rendering in general.

thyme - 2017-09-01 14:49:22

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RE: Seamless everywhere

As you can see in this photo I took of seamless running in my android next to my desktop, meshes render fine using OpenGL. Notice the colours look better on my android, I guess because it has a higher quality screen.
DirectX can be set to right handed. Seamless like VRML use right handed.

thyme - 2017-09-01 14:01:54

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RE: Seamless everywhere

I have been busy the last few days installing compilers, Linux Mint, playing with DirectX examples and revisiting where I left my work on the QT OpenGL version. Nothing has been plain sailing but I did manage to get the QT version to compile for Android back in mid 2015. I failed to get the current version of Seamless to link with VisualC 2017 and it took a lot of effort to get a simple example of DirectX11 (I gave up on DirectX12) to compile and run. I want to continue working with DirectX but right now I am feeling more positive about focusing my energy on QT/OpenGL. I need to update the files in the QT version which may take some time but should offer no major challenge after all the work I did on this in 2015. After that I want to try getting the seamless toolbar to function using OpenGL. Seamless like most 3d modellers has it's own specialised GUI. Since the GUI uses DirectX functions to plot the pixels, I need to find a way to do this using OpenGL.
Once that is solved I see little getting in the way of getting an OpenGL version of seamless where the user can follow the Seamless3d III tutorials.

thyme - 2017-09-01 13:28:31

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RE: Texturing, sculpting and compositing

Seamless3d III is a nurbs patch oriented modeller. In most of my modelling tutorials the patches are automatically stitched together but you can manually stitch them too:
http://www.seamless3d.com/stitching-nurbs-patches/index.html
In making Seamless3d III easy for nurbs modelling, many of the older functions related to direct mesh editing were broken but when I can find the time I will restore them back to working order and make some improvements, taking advantage of some of the ideas that have come about from nurbs modelling that are relevant.
I am not familiar with compositing, I would need to find out more about what it is.
When making animated movies I use PovRay to render the scenes. PovRay is a free open source ray tracer, great for adding shadows.

thyme - 2017-09-01 12:21:18

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Ideas

Dear thyme, I'd like to share some thoughts and ideas i have about seamless 3d.

Because it has its scripting language, it can be used as a game engine more or less.

it already support multiple users on the same server (chat), so it also support multiplayer.


what it is really missing is a physics engine. I'm going to send you info about (see attachment)

Then, but this is far than required, artificial intelligence. I'm sending you info on this too.

As for the text to speech, it's nice to have it in, but it could be better if user can adjust, per phoneme, lenght and pitch, thus creating a natural like voice by scratch.
Try having a look at festival speech engine and search for its sing mode.

Done. Please update me

Powerful - 2017-08-30 16:50:19

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What to learn

Hello everyone.
I'd like to know what should I learn to be able to make an application like Seamless 3D.
Consider I'd like it to run on mobile and desktop (Windows, Linux and Mac, iOS, Android) so the language of choice would be C#/Xamarin or C++/Qt.
Then, I'd also learn OpenGL ES as graphic API.
Beside this, what else should I learn? Please, list thoroughly.

Powerful - 2017-08-30 12:13:08

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RE: Seamless everywhere

Note OpenGL is right handed, while DirectX is left.
Your problem could be caused by flipped normals.

Powerful - 2017-08-28 01:38:54

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RE: Sound synthesis

Yes, it sounds interesting anyway.
Please, publish such files.

Powerful - 2017-08-26 14:45:07

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RE: Seamless everywhere

What a sin, I would have ported from Qt creator directly to Android/iOS/WP...
Trust me, mobile devices really miss something like Seamless3D, because even if (on Android) there are apps which does a portion each of what Seamless3D does, they're not interoperable.
What about wxWidgets then? I guess the problem is still DirectX, but wxWidgets uses native Widgets depending on the host OS, and is on the way to be ported on Android and iOS.
Not bad the idea of cross compiling to Linux, but is the DirectX dependency solved if you do?

Thanks for answer by the way, let me know if/what can I do.

Powerful - 2017-08-26 14:43:32

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RE: Seamless everywhere

Hi Powerful
Seamless3d does not use MFC but is dependent on some Win32 system calls for the interface and of course uses DirectX to render in real time.
About a year or 2 ago I spent some intensive months trying to get seamless to work in QT.
I managed to get most of the code to compile using the gcc compiler however I did this by cutting out much of the interface and the script compiler that seamless uses for animation. I was able to load a smls file in Linux with it using OpenGL to render the polygons and I was even able to drag control points and orientate the view but a lot more work was needed to get seamless to be able to let the user get any serious work done with it. I would have liked to have done more but it had already used up a lot of my time which I much needed for other things. Getting Seamless III to where it is now has been a struggle and I have learnt the hard way to be weary of taking on things that can end up opening lots of cans of worms. The latest Visual C++ compiler I read can compile code for Linux so if I install this compiler when I update to DirectX 12, this might be a faster path to getting a fully functioning version of seamless to run natively in Linux.

thyme - 2017-08-26 14:35:53

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RE: Sound synthesis

Hi Powerful I am afraid that seamless synth tutorial is 10 years old and in much need of an update to be able to follow it for the current version of seamless. I have been experimenting with the current version this year creating speech. I am hoping it can be a practical way of creating expressive voices for animated movies.
The seamless synth is an additive type synthesiser, it generates the sounds by combining sine waves of different frequencies and amplitude. Nurbs patches are used to change the amplitude of the sine waves. Conceptually the patches are used like a graphic equaliser to filter or boost different regions of the spectrum. The x dimension represents time, the y dimension represents amplitude and the z dimension represents frequency.
There are plenty of bugs that need fixing but I could upload some working examples you can play with if you are eager to learn about it and experiment synthesising sounds with the current version the way it is.

thyme - 2017-08-26 13:49:19

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RE: Seamless3d 3.005 Ready for download

Hi vcard Happy, very sorry to hear seamless wont run for you. I have windows 10 with DirectX 12 and I don't have a problem but after seeing your post and some searching, I found here:

http://www.tomshardware.com/forum/id-2756506/directx-games-work-windows.html

some have problems running games written for DirectX 9 and what can be done to fix it.
Hopefully this remedy also applies to programs that use DirectX 8.1
You could instead wait until I update seamless to use DirectX 12 but I don't know when this will be. Sadly I have accepted there is not enough time left in the year to do all the things I have already planned for it but I will look further into seeing what's involved to make the update.

Thanks much for your feedback.

thyme - 2017-08-26 13:05:31

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Seamless everywhere

Hello thyme.
I'd like to help this project grow, and even if I'm not a real developer, I could be useful in various ways.
My ieea is to get rid of mfc in turn of qt, use the qt l10n system and migrate directx to opengl.
I didn't read all the code, so maybe i'm missing something.

Beside, i would like to export svg from seamless, the same way i export x3d.

Powerful - 2017-08-26 10:53:47

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RE: Seamless3d 3.005 Ready for download

I ran seamless on Windows 10, but I didn't install or update directx.
AFAIK, Windows from Vista to 10 includes dx9, wich is the latest compatible runtime for dx 7, 8 and so.
From dx10 until now, despite a discrete backward compatibility, there's almost no support for APIs as ancient as directx 8.
You could try uninstalling dx12 or install on its side the 9.0x runtime.

By the way, didn't you receive the popup asking to install needed functionality at program launch?

Powerful - 2017-08-26 10:44:31

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RE: Seamless3d 3.005 Ready for download

Hi Thyme,

Congrats for the new version Happy

Installed version 3.005 but gives an error about directX 8.1 or up not installed and stops.
The thing is that I Have directX 12 installed and even reinstalled; also checked with dxdiag and it is OK but seamless keeps asking for it and stops.
Is there another possible reason for this you know about?

Thanks

Vitor Cardoso (aka vcard) - 2017-08-26 08:58:05

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RE: Texturing, sculpting and compositing

Ok, realized I can paint on meshes.
I also guess sculpting is done with stitching curves (isn't it?)

Please, give me advice on compositing (applying filters and post processing to render).

Powerful - 2017-08-26 06:47:26

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RE: Sound synthesis

Nevermind: here I am
http://www.seamless3d.com/tut/soundtrack/index.html

Sorry, double posting by mistake

Powerful - 2017-08-25 17:20:15

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