Closed gwenael-hagenmuller closed 10 years ago
Hello :) The current FBX exporter should work with DAE (the code is here) The C# incremental splitter already exists and I can share the code with you if you want^^
Tadamm!!! Here is the MakeIncremental app: https://github.com/BabylonJS/Babylon.js/tree/master/Tools/MakeIncremental
Wonderful. I'll have a look to the exporter. And yes I would love you to share your code with me :)
Was too long to answer you. You have already shared the link before I hit "Comment"
I was looking to the code of the FBX Exporter and I saw that you import FBX thanks to XNA and then use XNA classes to write the Babylon file. Before that I was wondering how possible FBX exporter could export DAE; not really the same characters ;)
I modified your code to deal with .dae files. This part was easy since I only had to add ".dae" to FBXExporter::SupportedExtensions. Unfortunately I got the following error "Cannot autodetect which importer to use for "
If yes, FBX exporter could also work with DAE and even with any type of 3D files for which a XNA importer exists.
Could you try to rename your .dae to .fbx?
I admit that I would have loved it worked and to be part of a group of few priviliged people who know that FBXImporter, according to its name, doesn't only import FBX but also DAE... ;)
"Error code: 0 encountered when initializing FBX file loader. The file is either corrupted or it is not a valid FBX file."
I used 3ds Max 2013 to create a box and to export it with OpenCollada.
Meanwhile, I found a project on GitHub to import DAE to Xna and integrated it to your code. It does import correctly to Xna (except that it doesn't deal with up_axis and unity). A project sample loads correctly my DAE in a Xna game. I managed to export my DAE to BabylonJS format thanks to your Xna exporter but unfortunately the result is not what I was expected in BabylonJS; it's maybe the same error than here #106 so I'll give a try to the fix.
Tadamm! Thanks @professorf for your fix for #106. Now I'm able to export Collada to BabylonJS without having to use Blender so I will be able to have a webservice to do it for me :)
@deltakosh would you like me to do a pull-request for the exporter? Like I said I found on GitHub a DAE importer for XNA. I added it as a submodule in my fork but maybe you just want the dlls to be added not the whole repository. The importer has to be improved anymay (up_axis, unity...). The question is: should I contribute to it personally or should I have it as a submodule so anyone contributing to BabylonJS could contribute to it too?
Or maybe you know a better Collada importer for XNA.
Please contribute:) I will be really please to validate the push
Happy to help out @gwenael-hagenmuller! Thanks for the awesome product @deltakosh
I read in the roadmap that you plan to create a web service for exporting file formats to .babylon files. I'm really interesting in such a web service and I'ld like to know if you plan to export dae files to babylon files. I can help on it if needed. The web service would be great but actually a C# library would be even awesome for me (of course the lib would be used by the webservice). I would love to add to this C# library the functions to split a babylon file to several files to use incremental loading. By the way, it's such a wonderful feature. Thank you! If can I contribute to this, just let me know.