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Kuesa 3D 1.2
- andybak 6y ago"KUESA™ 3D Studio is available under both an AGPL and Commercial license" Took me a while to find that. Still can't find any pricing.
- Kelteseth 6y ago2.000$/Year https://marketplace.qt.io/products/kuesa-3d-runtime https://marketplace.qt.io/products/kuesa-3d-runtime
- andybak 6y ago( 2000$ for those of us that are confused by decimals as positional separators!) That's for the runtime? There's a confusing distinction between runtime and 3D Studio so I'm still none the wiser. But to be honest the whole product description confuses me. I'm probably not the target market although it's hard to tell.
- StavrosK 6y ago> 2000$ for those of us that are confused by decimals as positional separators To be fair, it's not a "decimal", it's a period :P
- _ZeD_ 6y ago> ( 2000$ for those of us that are confused by decimals as positional separators!) now you know how I felt for years... I'm italian and here it's "123.456,78 €" , not "$ 123,456.78"... and almost every application follow the first convention, but for programming I need the "dot" separator for floats and doubles, and then some apps just... my windows 10 calc app shows a "," as decimal separator, but it accepts the "." present in the numerical part of my keyboard
- badsectoracula 6y ago> Kuesa™ 3D is a complete design-to-code workflow solution for 3D in real-time applications, centered around the open glTF™ 2 format, supported by Blender, Maya and 3ds Max. I see, i see... WTF does that mean? "Design-to-code"... does it generate source code? "solution for 3D in real-time applications"? Is it a 3D engine? The supposed explanation doesn't explain anything: > In short, Kuesa provides a workflow that simplifies work for both designers and developers. Simplifies what sort of work? What are you supposed to do with this program? > It is centered around the glTF 2 format. Ok, but this was already mentioned above and of everything mentioned that is the most concrete information. > The idea behind Kuesa 3D is that changes made on 3D models shouldn’t require much, if any, work on the developer’s side. Like pretty much every single 3D engine out there that has a model loader? > As a consequence, you can iterate more frequently, get feedback more often and release on time. As opposed to not being able to change the data because it is a part of the source code? I mean, yea sure, that would make iterating harder, but it is something you learn how to do pretty much after managing to render a rotating cube when starting 3D graphics (and some even skip that bit and go from rendering a single triangle directly to loading a mesh). I'm most likely missing something but i can't understand what this is all about. Even from the main site, ignoring any marketing bullspeak (which seems to be about 80% of the site's content) all i can understand is that they made some sort of glTF 2 viewer which can be compiled with (the "studio") and without (the "runtime") an interface made in Qt. Is that it?
- mkl 6y agoI spent several minutes trying to understand those paragraphs, finding them incomprehensible. I figured maybe I was just too tired, but seeing your similar reaction makes me feel vindicated! jcelerier, can you explain it?
- jcelerier 6y agoKuesa 3D Studio is a product allowing a team to integrate realtime 3D in an application, trying to create a smooth workflow for the communication between the designer and the developer, centered around the glTF 2.0 format. To give some insight on the technical aspect of things, one of the main reasons you would want to use Kuesa is to be able to easily integrate glTF content in a Qt and especially QtQuick app, and be able to access all the parts of what's provided in this glTF data in a reactive way through QML. e.g. here is some code example from the documentation: https://kdab.github.io/kuesa/kuesa-car-scene-example.html https://kdab.github.io/kuesa/kuesa-car-scene-example.html The main point is that Kuesa enable a workflow where someone sends you a glTF file with whatever name for animations, etc... You quickly introspect them through the provided glTF editor (part of Kuesa 3D Studio) and check that the rendering is correct with the chosen materials, envmap, etc (as designers extremely often expect things to look just like their beautiful Blender or 3DS renders :-)). Most importantly, you use that to devise what names were used for animations, materials, meshes, scenes, etc - basically which part of the asset will map to which feature of the program you're writing. Kuesa 3D Runtime (basically, the "core" execution engine that integrates with Qt and Qt3D) then provides the following: You load the glTF asset through something like Kuesa.GLTF2Importer { source: "my_asset.gltf" } and then you can start referring to the subparts of it and connect them to e.g. UI controls, external inputs, by using fairly simple code. e.g. you can have in your file defining the 3D scene: MyScene.qml: Scene3D { // ... Kuesa.AnimationPlayer { id: rightDoorAnimator sceneEntity: scene clock: Clock { } clip: "DoorRAction" // a glTF clip name } } and then a simple UI such as : MyUI.qml : Row { property var MyScene scene Button { onClicked: scene.rightDoorAnimator.running = true } } and likewise for all the common material properties, meshes, etc.
- deleted 6y ago[deleted]