HRC Models


  • Save your model using Save->Model in Softimage.
  • Go to your Softimage model database (e.g. ~blin/bor_si_base/MODELS) and find your model (scene-object.1-0.hrc).
  • Convert your model to an ascii format using "hrcConvert <infile> <outfile> -a"
  • Use the resulting <outfile>.hrc in your own CAVE code.
    
    
    
    
    <outfile>.hrc Example

    HRCH: Softimage 4D Creative Environment v3.00

    
    
    
    model
    {
      name "cube1"
      scaling 1.000 1.000 1.000
      rotation 0.000 0.000 0.000
      translation 0.000 0.000 0.000

      mesh
      {

        flag ( PROCESS AVERAGED )
        discontinuity 60.000

        vertices 8
        {

          [0] position -5.000 0.014 -5.000
          [1] position -5.000 0.014 5.000
          [2] position -5.000 10.014 5.000
          [3] position -5.000 10.014 -5.000
          [4] position 5.000 0.014 5.000
          [5] position 5.000 10.014 5.000
          [6] position 5.000 0.014 -5.000
          [7] position 5.000 10.014 -5.000
        }
        polygons 6
        {
          [0] nodes 4
            {
              [0] vertex 0
                normal -1.000 0.000 0.000
                uvTexture 0.375 0.000
              [1] vertex 1
                normal -1.000 0.000 0.000
                uvTexture 0.625 0.000
              [2] vertex 2
                normal -1.000 0.000 0.000
                uvTexture 0.625 1.000
              [3] vertex 3
                normal -1.000 0.000 0.000
                uvTexture 0.375 1.000
            }
            material 0
          [1] nodes 4
            {
              [0] vertex 1
                normal 0.000 0.000 1.000
                uvTexture 0.625 0.000
              [1] vertex 4
                normal 0.000 0.000 1.000
                uvTexture 0.875 0.000
              [2] vertex 5
                normal 0.000 0.000 1.000
                uvTexture 0.875 1.000
              [3] vertex 2
                normal 0.000 0.000 1.000
                uvTexture 0.625 1.000
            }
            material 0
          [2] nodes 4
            {
              [0] vertex 4
                normal 1.000 0.000 0.000
                uvTexture 0.875 0.000
              [1] vertex 6
                normal 1.000 0.000 0.000
                uvTexture 0.125 0.000
              [2] vertex 7
                normal 1.000 0.000 0.000
                uvTexture 0.125 1.000
              [3] vertex 5
                normal 1.000 0.000 0.000
                uvTexture 0.875 1.000
            }
            material 0
          [3] nodes 4
            {
              [0] vertex 6
                normal 0.000 0.000 -1.000
                uvTexture 0.125 0.000
              [1] vertex 0
                normal 0.000 0.000 -1.000
                uvTexture 0.375 0.000
              [2] vertex 3
                normal 0.000 0.000 -1.000
                uvTexture 0.375 1.000
              [3] vertex 7
                normal 0.000 0.000 -1.000
                uvTexture 0.125 1.000
            }
            material 0
          [4] nodes 4
            {
              [0] vertex 6
                normal 0.000 -1.000 0.000
                uvTexture 0.125 0.000
              [1] vertex 4
                normal 0.000 -1.000 0.000
                uvTexture 0.875 0.000
              [2] vertex 1
                normal 0.000 -1.000 0.000
                uvTexture 0.625 0.000
              [3] vertex 0
                normal 0.000 -1.000 0.000
                uvTexture 0.375 0.000
            }
            material 0
          [5] nodes 4
            {
              [0] vertex 3
                normal 0.000 1.000 0.000
                uvTexture 0.375 1.000
              [1] vertex 2
                normal 0.000 1.000 0.000
                uvTexture 0.625 1.000
              [2] vertex 5
                normal 0.000 1.000 0.000
                uvTexture 0.875 1.000
              [3] vertex 7
                normal 0.000 1.000 0.000
                uvTexture 0.125 1.000
            }
            material 0
        }

        edges 12
        {

          [1] vertices 2 3
          [2] vertices 3 0
          [3] vertices 0 1
          [4] vertices 1 2
          [5] vertices 5 2
          [6] vertices 1 4
          [7] vertices 4 5
          [8] vertices 7 5
          [9] vertices 4 6
          [10] vertices 6 7
          [11] vertices 3 7
          [12] vertices 6 0
        }
      }

      material [0]
      {

        name "mat1"
        type BLINN
        diffuse 0.700 0.700 0.700
        specular 1.000 1.000 1.000
        exponent 43.636
        reflectivity 0.273
        transparency 0.176
        refracIndex 1.127
        glow 0
        coc 0.000
      }

      texture [0]
      {

        name "/tmp_mnt/netusr/disk12/evl/blin/bor_si_base/PICTURES/barton"
        anim STATIC
        method UV
        repeat 2 3
        scaling 1.000 3.000
        offset 0.000 0.000
        pixelInterp
        effect INTENSITY
        blending 1.000
        ambient 0.750
        diffuse 1.000
        specular 0.000
        reflect 0.000
        transp 0.000
        roughness 0.000
        reflMap 1.000
        rotation 0.000
        txtsup_rot 0.000 0.000 0.000
        txtsup_trans 0.000 0.000 0.000
        txtsup_scal 1.000 1.000 1.000
      }
    }

    Softimage to Cave