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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Dec 16, 2006 2:55 pm Post subject: Collada Exporter Alpha Release! |
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Collada Exporter Alpha
A first alpha of the Collada (*.DAE) exporter just got released. Grab it from the exporter plugin page.
The current version (0.51a) is really an alpha version, so there are sure to be issues, as well as missing functionality. New updates will be added over the next couple of days/weeks. Feel free to test it out and post your feedback here. Thanks!
Known issues / missing functionality
- Export of multi-layer textures (and lightmaps) is not supported yet.
- Normals are currently per-face (i.e. all angles will be sharp). Crease angle support will be added in the future.
- Nothing has been done to support physics yet (we'll do some experimenting with the excellent Bullet Physics engine).
Note: Please keep in mind that Collada is a very broad file format, and many of the implementations out in the wild do not fully respect the specifications 100%. If you encounter any trouble, please report the application you were using to import the file in and, if possible, what you think should be done to fix the issue.
Last edited by Paul-Jan on Thu Dec 21, 2006 2:35 pm; edited 1 time in total |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Sat Dec 16, 2006 3:40 pm Post subject: |
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Many thanks Paul-Jan .
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Gauntlet Member
Joined: 16 Dec 2006 Posts: 3
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Posted: Sat Dec 16, 2006 6:01 pm Post subject: |
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Very nice! Hopefully you get rid of some problems soon
I'll see if I can handle DeleD, I'm somewhat untalented when it comes to 3d modellers. |
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JamesH DeleD PRO user
Joined: 04 Dec 2006 Posts: 24 Location: York, UK
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Posted: Sun Dec 17, 2006 9:11 pm Post subject: |
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Being new to DeleD, I thought I'd create a simple pipe with a terminator at each end and union the geometry.
When I export the COLLADA file into C4 and the FeelingSoft Viewer, there are some issues where the pipe and the terminators are joined. As can be seen in the image below taken from the FeelingSoft viewer.
Should I start a separate thread with this ?
Many thanks
James. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sun Dec 17, 2006 9:27 pm Post subject: |
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Looks like the faces need to be flipped. _________________
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Sun Dec 17, 2006 9:28 pm Post subject: |
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Hi there james,i started another thread in the plugins section .
http://www.delgine.com/forum/viewtopic.php?t=2019
Just how did you get it into C4 i cant get anything to show up .
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Dec 19, 2006 6:30 pm Post subject: |
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James: Thanks for posting this issue! Does it still look allright in DeleD if you turn culling off (press F5 or click on the 'cull' item in the status bar)? The reason I ask is because I am curious whether this is a problem in the original geometry inside DeleD, or in the way the exporter generates the XML? |
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JamesH DeleD PRO user
Joined: 04 Dec 2006 Posts: 24 Location: York, UK
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Posted: Tue Dec 19, 2006 6:35 pm Post subject: |
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I've had a play around and I think it's happening when the xml is generated. I used the optimize function on the model and it looked fine in DeleD, but looking at the dae in Feeling Viewer there was a face missing.
I can send you the dmf file and dae if you want ? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Dec 19, 2006 7:45 pm Post subject: |
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That would be great (funny, I just asked for it in the other thread ), my e-mail address is paul [at] delgine [dot] com! |
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JamesH DeleD PRO user
Joined: 04 Dec 2006 Posts: 24 Location: York, UK
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Posted: Tue Dec 19, 2006 8:48 pm Post subject: |
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I've sent the email, it's from my hotmail account, so you may want to check your spam filter for hotmail + attachment. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Dec 21, 2006 2:34 pm Post subject: |
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Your e-mail arrived just fine, thanks!
As it turns out, that particular polygon is not strictly convex (there are multiple vertices in a single line). Not a problem in DeleD, but in Collada, polygons that are not strictly convex polygons should be saved as <polygon>, not <polylist>. The latest version of the exporter addresses this issue. Also, because non-convex polygons are usallly not rendered very efficiently, I added an option to triangulate either all or only the non-convex polygons in the scene. The new version of the export handles your model just fine.
I just updated the eporter to version 0.51a, and updated the first post of this thread to reflect the current state. |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Thu Dec 21, 2006 3:16 pm Post subject: |
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Nice one Paul-jan .
Had to scale it down but i got the cottage to load up.
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Thu Dec 21, 2006 10:15 pm Post subject: |
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Paul-Jan wrote: |
because non-convex polygons are usallly not rendered very efficiently |
There's unlikely to be a difference for a portal-zone-mesh engine like C4. Only BSP portal engines like Torque have this restriction. AFAICT, C4 will just turn the polygons into a triangle list on import. Using convex polygons will make that job slightly easier (as triangulation is trivial for convex polygons), but probably won't matter in the end. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Dec 23, 2006 11:01 am Post subject: |
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Ah, you are probably right. But 'triangulation' was a must have for the exporter (according to Khronos) anyway, so I just added it as another option.
And I do suspect there are some implementations out in the wild that have limited support for the <polygon> tag (as well as a number of other obligatory tags in the format). |
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