Open Avid29 opened 8 years ago
Ultimately, the data needs to be in FBX format, either ascii version 7.3, or binary version 7.4 (2013 versions). The parser I wrote only deals with this format.
@MadoxLabs I know of that requirement for fbx but dae is easier to works best to exchange between most editors so that's why we should make both
I don't have time today to work on it but i allready started to also export .fbx for all .c4d files, i'll finish everything tomorrow...
Thanks
@Firestarthirty Cool. Sounds good to me
dae doesn't work well with C4D... gives no working skeleton... FBX is perfect sofar ^^
btw: i exported everything i did sofar as fbx, will do the rest tomorrow
@Lithagon FBX 2013 formats? I have a converter I'm just curious
It's FBX 7.4 (2014)
I got the ASCII fbx code integrated into PoGo now and I'll start on the binary fbx code next. The files in the repo here are binary so I can start giving feedback on those after the coding. I'll also see if I can handle 2014 formats as well at that time.
I tested the ascii fbx code on the original bulbasaur model. The problems are:
how does the animation work on your side? i can export the fbx with animations baked to each frame...
Ya I have the split one, havn't tried to load it yet.
I don't have my old animation code with me to look, but ya, the empty models must be the skeleton. As I recall, an animation is a sequence of timestamped matrices tied to one of these empty models. The mesh's world matrix is the combination of all the parent models' world meshes. I'll get more details when I look at my code. Its been ages.
Right now I'm just loading the fbx, not rendering it :p
Oh the double texture thing is a LayeredTexture, which takes a Texture and adds the alpha factor to it, so I'll add support for that.
ahh ok! Nice!
Alpha Support would be good, but the bulbasaur souldn't have any alpha (and we should be able to manage without i guess, but it could be nice for the flames for example)... Ahh if you use the sourcefile of bulbasaur it has a transparency channel on one of the textures (the iris)
Update - the binary parser is ported to C# and it hit some corrupt data block after "FileID". Obviously its not actually corrupt, but its some data block that doesnt conform to the expected 7.4 binary format. I have to do some research to see whats going on.
edit: looks like parts of the file are z compressed and the builtin c# DeflateStream doesnt deal with it
edit2: ok I can parse the binary file. Just have to use it now!
ohhh cool! =D
Can we agree to use it in what ever formats we want but we must upload it in .dae and fbx