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