Hello,
In a lot of VFX production facilities these days, Xmesh is a welcome tool for 3Ds and Maya users it has nice features and nice compression in it's native formats.
Now I've made some tests with vrscene and I could quickly tell that Xmesh is not supported by vrscene in a way that the vrscene just "links" to the Xmesh files like it does with alembic or vrmesh. Instead it writes all the data as text into the vrscene files.
I wonder if you ever plan to support this naively in the vrscene exporters? Now I know that it's not necessarily your (Chaos Groups) cup of tea, since it's software from a different company, but as far as I know
it's currently the only mesh-caching tool that does proper compression on animated meshes since I've recently found out that Alembic does not do compression at all.
I know that users could go and re-export animated meshes from Xmesh to vrmesh in order to have smaller vrscene files but it would create such a huge amount of redundancy.
So I guess my question is, are you planning to support this naively in the future? I would imagine that it's not even that much work from a programming standpoint since it's "just" reading and interpreting data? I could be wrong though.
Thank you
-Robert
In a lot of VFX production facilities these days, Xmesh is a welcome tool for 3Ds and Maya users it has nice features and nice compression in it's native formats.
Now I've made some tests with vrscene and I could quickly tell that Xmesh is not supported by vrscene in a way that the vrscene just "links" to the Xmesh files like it does with alembic or vrmesh. Instead it writes all the data as text into the vrscene files.
I wonder if you ever plan to support this naively in the vrscene exporters? Now I know that it's not necessarily your (Chaos Groups) cup of tea, since it's software from a different company, but as far as I know
it's currently the only mesh-caching tool that does proper compression on animated meshes since I've recently found out that Alembic does not do compression at all.
I know that users could go and re-export animated meshes from Xmesh to vrmesh in order to have smaller vrscene files but it would create such a huge amount of redundancy.
So I guess my question is, are you planning to support this naively in the future? I would imagine that it's not even that much work from a programming standpoint since it's "just" reading and interpreting data? I could be wrong though.
Thank you
-Robert
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