Manuel wrote:Using MH mesh and targets you *must* release the source because GPL3....
But share them don't mean automatically you are doing the right thing.
There is not correct place to start a discussion about Open Source ideal, anyway, in few words...
Under GPL3, if I use your mesh(modified) in a game...Do I have to give out the source for my game? <Note: I was planning on doing it anyways, I'm just curious>
Manuel wrote:When I've released MH under OSS license, I mean :
OSS = a lot of people can help the project, getting involved (artist, coders, etc..)
and not
OSS = a lot of people can clone the project.
I don't plan on making a clone...That would be pointless/boring.
Manuel wrote:Open source is good when all efforts are in the same direction and on the same sw.
I plan on going a totally different route with the only thing being from MH is a modified version of your mesh.
A) Plan on converting mesh to progressive mesh, with several levels of detail.
B) I also wanted to impliment a system where people could add XML objects(clothing, hair, animations, etc) and ways for the object designer to add controls to adjust certain things of that object. Your modified MH mesh(which is what I want to use) would also be added this way...Which would allow users to import their own versions of it. Whole app would be XML server of objects.
Something like this:
<Object name="hat" num="3"> 3rd version of hat
<Object_Embed_Size><Width>100</Width><Height>100.f</Height><Object_Embed_Size>
<Object_Caption>Bowler Hat</Object_Caption>
<Object Link>Location of file/file.x </Object Link>
<Object_Adjustables Control="slider"> My program will create that control for the object so user can adjust the objects vertexes
<Vertexes_To_Adjust min.x="10.f" max.x="100.f"> MIn/max vertexes(x) will be allowed to change
<Vertex_Index type="vector">1 17 36</Vertex_Index> Index of Vertexes that the user would change with controller
</Vertexes_To_Adjust>
</Object_Adjustables Control>
</Object>
<Object name="ModifiedMakeHumanMesh">
{...}Modified version of your mesh(progressive) I want to use.
</Object>
<Object name="Shoes" num="2">
{...}
</Object>
yadda, yadda, yadda.
What do you think?
I've thought about doing that...Just I don't have much time(stupid work).
Manuel wrote:If you don't have much time...why you are thinkg about a MH from scratch??
No, IMHO I could design a half way good app(not beta) in 6 months...With DirectX.
With OpenGl(which I have limited experiance on) it would probably take forever...
Manuel wrote:IMHO you should try to improve actual one, instead make a totally new version.
That would be a steep learning curve(OpenGl/your code)...Even more so with the integration of python. I dunno how much help I would be.
Manuel wrote:If you want help the project contact me.
We have a lot of fun tasks to do. In example, a realistic realtime shader (if you like GPU).
Or a dynamic clothes simulation if you like 3d algos.
Or a physical simulation of fat mass, if you like math and physics...
After I'm done with my game, I might just do that. <Dunno how much a DIrectX programmer can help>
BTW, since this is not a commercial app...You ever think of using Bullet or Havok(Just released full version for noncommercial use) for the dynamic clothes simulation/fat mass? I'm currently using bullet and it's pretty good.
Open source and has collada importer:
http://www.bulletphysics.com/