gdkchan / SPICA

Experimental H3D tool
The Unlicense
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Add FBX support #9

Open gege4 opened 7 years ago

gege4 commented 7 years ago

please add import bcmdl , adding Supplementary Texture in bch(if possible), export material animation.

gdkchan commented 7 years ago

SPICA has some basic bcmdl support now, but animations aren't yet supported. Maybe it's enough to test what you want?

Material animation export is still on the ToDo list through.

gege4 commented 7 years ago

Thank you for your answer,I have imported my model it is correct (except the texture that does not show on the model) for the texture I will know when you will implement the complete bcmdl, I will therefore take my projects you can add the export Texture animation, thanks again its help

gdkchan commented 7 years ago

Can you try with the lastest version? I made changes on the lastest commit that may fix your problem with black textures. If it still doesn't work please attach the affected files so I can try and fix myself.

gege4 commented 7 years ago

The latest version changes the problem with black textures. Thank

gdkchan commented 7 years ago

So the only thing missing to close this issue is material animation export support, is that correct?

gege4 commented 7 years ago

Effectively the only thing missing is the texture animation export support, thanks in advance

SlackerP commented 7 years ago

Material animation export support would be great

gdkchan commented 7 years ago

I'm interested in adding material anim export functionality, but the problem is... does DAE (COLLADA) support it? I gave a quick look on the spec today and couldn't find anything related to UV Scale/Offset/Rotation or transforms at all, let alone animating them.

SlackerP commented 7 years ago

Apparently the way is to add .FBX export support along with material animations export

gdkchan commented 7 years ago

was trying to avoid adding another exporter, but this seems to be the best option atm, so I'll try to implement a fbx exporter later.

SlackerP commented 7 years ago

I'm currently using Animation Events in Unity to manually add the facial changes during animation (which is the material animation), don't know if this is possible to implement in .DAE export.

Fallenleader commented 7 years ago

After seeing this, I should point out that FBX is the more ideal format as most applications handle FBX much better than DAE, and many game engines (e.g. Unity like OP and I are using) natively support FBX without modifications or the engine having to do much work on import. It also supports way more features than DAE currently does, as I am sure you may have noticed.

Reisyukaku commented 6 years ago

@Fallenleader I like FBX as well but the reason DAE is chosen is because FBX is a closed source binary format with SDK, while DAE is open sourced ASCII based format. So it was easier to implement. It's still a consideration though.