Crazy idea: Orbiter and Terragen2

Started by Arandil, February 12, 2007, 12:28:04 AM

Previous topic - Next topic

Arandil

Hi folks!  First post here I believe, I've just been digging into TG2 for the first time, reading and poking at things etc.  I just had a crazy idea after browsing the add-a-planet tutorials.

Orbiter is a free space simulator (http://orbit.medphys.ucl.ac.uk/orbit.html and a hoot and a half if there ever was one.  But what interests me here (late at night, fried from study) is the possibility of feeding parameters between the two applications (not in real time) to aid in guiding TG2 animations with more than one planetary object.  Via the Orbiter API, it would be fairly straightforward to write out orbital elements (Orbiter allows custom solar system definition, including planets, moons, vessels in orbit, etc., on a solar system scale - only one star per system though, for now ..).

I could write an MFD (Orbiter add-on) that would do this.  But I'd need to know how to format the text output to script TG2 animations.  Is there a reference yet anywhere for doing this?  I may have missed it my first pass through the online docs ...

Now, I'm aware that for an animation in human scale time frames planetary bodies would not move very far.  But for time accelerated animations, or for animations involving the same planets but at different times of the day/month/year, this could be useful.

My main motivation, however, is just for the exercise of doing it, and because I think it'd be neat to render some of my Orbiter scenes into something more photorealistic.  The rendering capabilities of Orbiter are impressive enough for a free software simulator (especially from space), but there's no 3d terrain, for example.

Oshyan

Currently Terragen 2 supports the Nuke .chan file format for importing motion data. There are references around the web for the format specifications and you ought to be able to write a converter from Orbiter to this format. TG2 could then import it. Once you get that working it's simply a matter of figuring out how the units translate between the two, and then associating the motion with specific objects in each app that can correspond.

Definitely a cool idea. Keep us up to date on your progress. :)

- Oshyan

Arandil


Arandil

Ok, I just tried to so some internet searching on the .chan file format.  I found Nuke's website but no reference there.  I get lots of hits on Jackie Chan.  Wikipedia doesn't seem to have anything on it.  Saw some Maya related posts, seem that Maya can export .chan files.  But nothing on the format itself.  Honestly, I did quite a bit of searching.  Does anyone have a file format reference handy or know where I can obtain one?


Arandil

Quote from: calico on February 24, 2007, 11:25:57 PM
http://www.highend3d.com/xsi/downloads/tools/3d_converters/XSI-to-Nuke-Chan-exporter-4032.html
http://www.d2software.com/support.php
http://www.fxshare.com/nuke/downloads/tools/translators/XSI-to-Nuke-Chan-exporter-4031.html
http://www.vfxtalk.com/forum/showthread.php?t=3667


Thanks, I had already found these links, but I should have been more specific.  I'm looking for information on the .chan file format, none of these pages appears to have any.  Do I need to order the NUKE SDK to get documentation?  Does anyone at all here have any documentation or known resources, or am I simply missing something obvious I could reach via Google or something?  So far, online documentation does not appear to exist, or it's buried.  A Google search for 'nuke chan file format' and variations doesn't turn up very much.

Thanks