Converter

Examples

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Section contents

  1. Using a GIG image as a RGB color map
  2. Retrieving matte information from an image file
  3. Converting animation files to AVID's `Open Media Framework' format (OMF)
  4. Converting old .hnd map files to the new Tiff tile format
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1. Using a GIG image as a RGB color map.
An image rendered with render still (or gig_batch) will be stored in the GIG production directory. Select tools from the main menu, and select Converter from the tools listbox. Select GIG production from the source and select the rendered image file from the listbox. Select GIG map in the destination part. Select convert. An image in the tiled tiff format is created. Select exit. Select attributes. The map can be now used for different purposes (e.g. Color, Bump, Value map). In case of a normal RGB color map you can map the image to a solid. Click add diffuse, click on color text input box, enter:
? <enter>
and select filename.

Using a GIG image as a map for the Texture Editor.
Do the same as for using a GIG image as a RGB color map. After exiting the GIG Converter select TextureEditor. Now the map file will show up after selecting file maps in the main menu of the TextureEditor.

Note
When the GIG image has been rendered with render window, the image will be stored in the intdump directory. In this case select GIG picture instead of GIG production.

2. Retrieving matte information from an image file.
Render an image with render still with the matte option selected in the render options menu. A 32 bit tiff file will be created and stored in the gig production directory. Select tools from the main menu, and select Converter from the tools listbox. Select GIG production from the source and select the rendered image file from the listbox. Select Directory in the destination part and select tiff as output format. Select a_rgba as color conversion. Select convert. A 24 bit tiff file is created containing only the matte information.

When the matte information is needed in the TextureEditor you only have to render a 32 bit tiff file. You can go directly to the TextureEditor. The map file will show up after selecting file maps in the main menu of the TextureEditor. There you may select whether the map file is used with the matte information, or value, color, or bump information.

3. Converting animation files to AVID's `Open Media Framework' format (OMF).
Select the animation files that have been rendered with GIG (most probably in the GIG production directory) in the source part. Select Directory in the destination part. Select a directory where you want to store the OMF file. Select omf from the output formats. A dialogue box pops up. You might change the edit rate, that is, the number of frames per second (default 25), or you might change the output name, default `gig_omf.omf'. Press confirm. Select convert. The OMF file will now be stored in the selected destination directory.

Note
All selected images for conversion to OMF must have the same size in pixels.

4. Converting old .hnd map files to the new Tiff tile format
In older versions than 2.4 of 3DGO the Handshake format was used for mapping.

Three types of Handshake formats were used:
For color mapping (RGB map)
hnd
For bump mapping
hn2
For value mapping
hn1

In 3DGO versions 2.4 and later only one format is used for mapping, this is the Tiff tile format. Images of the Handshake hnd format can be converted to Tiff tile format as follows:

Select Directory in the source part. Select intmap from the listbox by double clicking on it. You will now see all the maps used in your project. (.hnd .hn1 .hn2 .tif) Select hnd as the input format. You will now see all the hnd format image files. Select the files you want to convert (possibly all hnd files). Select all by clicking with the left mouse button in the pattern box and press <enter>. You have selected all .hnd files. Select GIG map in the destination part. Select convert.

Note
The hn1 and hn2 input formats can not be used for conversion. They were used for value and bump mapping and do not contain not enough information. Usually the hnd version of these files exist.