Game engines compensate for this by asking clients that they should animate directly in the engine, which of course creates a comfortable interaction. The result in an engine compared to other 3D programs is different. Importing and exporting animation data and a real round trip are difficult because game engines are designed to target a frame rate of 60fps or more, and therefore internally have simplified animation curves etc. Very few customers are aware that game engines bring their own shader system and must therefore be generated entirely in the Engine and cannot be exported to other applications! The hype that Epic generates with their Unreal Engine, often mixed with elaborate demos from flagship customers, gives the impression that game engines such as Unreal, Unity, Twinmotion etc are the perfect solution for everyone.īut beware! Here are a few things to consider: More and more freelancers, agencies and companies are therefore beginning to exploring the area of “real-time rendering” for themselves. Especially in projects with many iterations and correction loops due to customer requests, endless rendering times are often a bottleneck that threatens the existence of the service provider. In the photorealistic area, these render times are one of the most important factors that must be taken into account when planning projects and budgets. Saving render times is a big goal for all of us.ĭepending on the techniques used and the style you are aiming for, it can take some minutes or even many hours to calculate an image or longer animations. That’s why I wanted to share my experiences with you. This file has been truncated.More and more customers are asking me for my opinion on learning real-time engines like Unreal or Unity. # to endorse or promote products derived from this software without specific # Industrial Light & Magic, nor the names of their contributors may be used # * Neither the name of Sony Pictures Imageworks, nor # in the documentation and/or other materials provided with the # copyright notice, this list of conditions and the following disclaimer # * Redistributions in binary form must reproduce the above # notice, this list of conditions and the following disclaimer. # * Redistributions of source code must retain the above copyright # modification, are permitted provided that the following conditions are # Redistribution and use in source and binary forms, with or without # Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd. tbttfox/TwistyTools/blob/master/ttUI/viewwindow.py #!/usr/bin/env pythonįrom PyQt4 import QtCore, QtGui, QtOpenGL It uses Qt instead of wxpython, but I’m guessing there will be enough overlap that it may be useful? Hopefully? It uses native openGL without any shaders, so it’ll probably be way too slow to do what you’re trying to do, but just getting something up on screen is a start. Then the object, and sub-object drawing code is called recursively to get something on screen. It does little more than set up interaction, and call. Here’s my decade old, STUPIDLY simple viewport (It’s weird looking at code that old, knowing that I wrote it). I think that getting a viewport that draws anything more complicated than a cube (even if its stupidly slow and doesn’t animate) is step no. You said you’ve got some things like cubes loading … what kind of problems are you getting when you try to load something bigger? Memory issues? Speed issues? Python errors? Straight-up crashes? So in this case, I suggest: Start simple and build up from there. Looking at that 3d_viewer.py code, I can see it’s relatively old (like not inheriting from object), so I very much wouldn’t expect it to be a drop-in solution. Well, then let’s whack some moles! Viewports are definitely not easy. """ This program loads a model with PyASSIMP, and display it. assimp/assimp/blob/master/port/PyAssimp/scripts/3d_viewer.py #!/usr/bin/env python It may be worth unabashedly stealing from. And the fact that they’re compiling OpenGL shaders leads me to believe that somebody tried to make it a bit performant. Have you tried adapting the pyassimp viewer? It looks more full-featured than anything I’ve written. I will definitely be checking out that library. I’ve done some viewport stuff, but it’s been a long time.Īlso … I hadn’t heard of pyassimp before.
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