Closed natk closed 10 years ago
Can you share a model that breaks this so we can make sure we're fixing it?
Hello Mr.doob,
Thank you so much for responding to my github message.
Attached is the file that won't be loaded using ColladaLoader.
There is a detail in Readme.txt, if you don't mind.
Best Regards,
NatK
On Tue, Jun 24, 2014 at 11:23 PM, Mr.doob notifications@github.com wrote:
Can you share a model that breaks this so we can make sure we're fixing it?
— Reply to this email directly or view it on GitHub https://github.com/mrdoob/three.js/issues/4926#issuecomment-46977120.
Thanks for responding! I sent you an email with model and code, but here is the bot.dae I've created. I tried to load the model using "webgl_loader_collada.html" in the examples in three.js version 67.
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
<asset>
<contributor>
<author>Blender User</author>
<authoring_tool>Blender 2.70.0 commit date:2014-04-10, commit time:11:49, hash:f93bc76</authoring_tool>
</contributor>
<created>2014-06-25T02:50:31</created>
<modified>2014-06-25T02:50:31</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
<library_cameras>
<camera id="Camera-camera" name="Camera">
<optics>
<technique_common>
<perspective>
<xfov sid="xfov">49.13434</xfov>
<aspect_ratio>1.777778</aspect_ratio>
<znear sid="znear">0.1</znear>
<zfar sid="zfar">100</zfar>
</perspective>
</technique_common>
</optics>
<extra>
<technique profile="blender">
<YF_dofdist>0</YF_dofdist>
<shiftx>0</shiftx>
<shifty>0</shifty>
</technique>
</extra>
</camera>
</library_cameras>
<library_lights>
<light id="Lamp-light" name="Lamp">
<technique_common>
<point>
<color sid="color">1 1 1</color>
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0.00111109</quadratic_attenuation>
</point>
</technique_common>
<extra>
<technique profile="blender">
<adapt_thresh>0.000999987</adapt_thresh>
<area_shape>1</area_shape>
<area_size>0.1</area_size>
<area_sizey>0.1</area_sizey>
<area_sizez>1</area_sizez>
<atm_distance_factor>1</atm_distance_factor>
<atm_extinction_factor>1</atm_extinction_factor>
<atm_turbidity>2</atm_turbidity>
<att1>0</att1>
<att2>1</att2>
<backscattered_light>1</backscattered_light>
<bias>1</bias>
<blue>1</blue>
<buffers>1</buffers>
<bufflag>0</bufflag>
<bufsize>2880</bufsize>
<buftype>2</buftype>
<clipend>30.002</clipend>
<clipsta>1.000799</clipsta>
<compressthresh>0.04999995</compressthresh>
<dist sid="blender_dist">29.99998</dist>
<energy sid="blender_energy">1</energy>
<falloff_type>2</falloff_type>
<filtertype>0</filtertype>
<flag>0</flag>
<gamma sid="blender_gamma">1</gamma>
<green>1</green>
<halo_intensity sid="blnder_halo_intensity">1</halo_intensity>
<horizon_brightness>1</horizon_brightness>
<mode>8192</mode>
<ray_samp>1</ray_samp>
<ray_samp_method>1</ray_samp_method>
<ray_samp_type>0</ray_samp_type>
<ray_sampy>1</ray_sampy>
<ray_sampz>1</ray_sampz>
<red>1</red>
<samp>3</samp>
<shadhalostep>0</shadhalostep>
<shadow_b sid="blender_shadow_b">0</shadow_b>
<shadow_g sid="blender_shadow_g">0</shadow_g>
<shadow_r sid="blender_shadow_r">0</shadow_r>
<sky_colorspace>0</sky_colorspace>
<sky_exposure>1</sky_exposure>
<skyblendfac>1</skyblendfac>
<skyblendtype>1</skyblendtype>
<soft>3</soft>
<spotblend>0.15</spotblend>
<spotsize>75</spotsize>
<spread>1</spread>
<sun_brightness>1</sun_brightness>
<sun_effect_type>0</sun_effect_type>
<sun_intensity>1</sun_intensity>
<sun_size>1</sun_size>
<type>0</type>
</technique>
</extra>
</light>
</library_lights>
<library_images>
<image id="bot_png" name="bot_png">
<init_from>bot.png</init_from>
</image>
</library_images>
<library_effects>
<effect id="BotMaterial-effect">
<profile_COMMON>
<newparam sid="bot_png-surface">
<surface type="2D">
<init_from>bot_png</init_from>
</surface>
</newparam>
<newparam sid="bot_png-sampler">
<sampler2D>
<source>bot_png-surface</source>
</sampler2D>
</newparam>
<technique sid="common">
<phong>
<emission>
<color sid="emission">0 0 0 1</color>
</emission>
<ambient>
<color sid="ambient">0 0 0 1</color>
</ambient>
<diffuse>
<texture texture="bot_png-sampler" texcoord="UVMap"/>
</diffuse>
<specular>
<color sid="specular">0.5 0.5 0.5 1</color>
</specular>
<shininess>
<float sid="shininess">50</float>
</shininess>
<index_of_refraction>
<float sid="index_of_refraction">1</float>
</index_of_refraction>
</phong>
</technique>
<extra>
<technique profile="GOOGLEEARTH">
<double_sided>1</double_sided>
</technique>
</extra>
</profile_COMMON>
<extra><technique profile="MAX3D"><double_sided>1</double_sided></technique></extra>
</effect>
</library_effects>
<library_materials>
<material id="BotMaterial-material" name="BotMaterial">
<instance_effect url="#BotMaterial-effect"/>
</material>
</library_materials>
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<input semantic="OUTPUT" source="#Armature_location.X-output"/>
<input semantic="INTERPOLATION" source="#Armature_location.X-interpolation"/>
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<channel source="#Armature_location.X-sampler" target="Armature/location.X"/>
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<animation id="Armature_location.Y">
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<channel source="#Armature_location.Y-sampler" target="Armature/location.Y"/>
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</technique_common>
</source>
<source id="Armature_rotation_euler.X-intangent">
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<technique_common>
<accessor source="#Armature_rotation_euler.X-intangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_rotation_euler.X-outtangent">
<float_array id="Armature_rotation_euler.X-outtangent-array" count="28">0.289669 0 0.4980024 0 0.7063357 0 0.914669 0 1.123002 0 1.331336 0 1.621005 0 1.956336 0 2.164669 0 2.373002 0 2.581336 0 2.789669 0 2.998002 0 3.206336 0</float_array>
<technique_common>
<accessor source="#Armature_rotation_euler.X-outtangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_rotation_euler.X-sampler">
<input semantic="INPUT" source="#Armature_rotation_euler.X-input"/>
<input semantic="OUTPUT" source="#Armature_rotation_euler.X-output"/>
<input semantic="INTERPOLATION" source="#Armature_rotation_euler.X-interpolation"/>
<input semantic="IN_TANGENT" source="#Armature_rotation_euler.X-intangent"/>
<input semantic="OUT_TANGENT" source="#Armature_rotation_euler.X-outtangent"/>
</sampler>
<channel source="#Armature_rotation_euler.X-sampler" target="Armature/rotationX.ANGLE"/>
</animation>
<animation id="Armature_rotation_euler.Y">
<source id="Armature_rotation_euler.Y-input">
<float_array id="Armature_rotation_euler.Y-input-array" count="14">0.2083333 0.4166666 0.625 0.8333333 1.041667 1.25 1.458333 1.875 2.083333 2.291667 2.5 2.708333 2.916667 3.125</float_array>
<technique_common>
<accessor source="#Armature_rotation_euler.Y-input-array" count="14" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_rotation_euler.Y-output">
<float_array id="Armature_rotation_euler.Y-output-array" count="14">0 0 0 0 0 0 0 0 0 0 0 0 0 0</float_array>
<technique_common>
<accessor source="#Armature_rotation_euler.Y-output-array" count="14" stride="1">
<param name="ANGLE" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_rotation_euler.Y-interpolation">
<Name_array id="Armature_rotation_euler.Y-interpolation-array" count="14">BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Armature_rotation_euler.Y-interpolation-array" count="14" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Armature_rotation_euler.Y-intangent">
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<technique_common>
<accessor source="#Armature_rotation_euler.Y-intangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_rotation_euler.Y-outtangent">
<float_array id="Armature_rotation_euler.Y-outtangent-array" count="28">0.289669 0 0.4980024 0 0.7063357 0 0.914669 0 1.123002 0 1.331336 0 1.621005 0 1.956336 0 2.164669 0 2.373002 0 2.581336 0 2.789669 0 2.998002 0 3.206336 0</float_array>
<technique_common>
<accessor source="#Armature_rotation_euler.Y-outtangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_rotation_euler.Y-sampler">
<input semantic="INPUT" source="#Armature_rotation_euler.Y-input"/>
<input semantic="OUTPUT" source="#Armature_rotation_euler.Y-output"/>
<input semantic="INTERPOLATION" source="#Armature_rotation_euler.Y-interpolation"/>
<input semantic="IN_TANGENT" source="#Armature_rotation_euler.Y-intangent"/>
<input semantic="OUT_TANGENT" source="#Armature_rotation_euler.Y-outtangent"/>
</sampler>
<channel source="#Armature_rotation_euler.Y-sampler" target="Armature/rotationY.ANGLE"/>
</animation>
<animation id="Armature_rotation_euler.Z">
<source id="Armature_rotation_euler.Z-input">
<float_array id="Armature_rotation_euler.Z-input-array" count="14">0.2083333 0.4166666 0.625 0.8333333 1.041667 1.25 1.458333 1.875 2.083333 2.291667 2.5 2.708333 2.916667 3.125</float_array>
<technique_common>
<accessor source="#Armature_rotation_euler.Z-input-array" count="14" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_rotation_euler.Z-output">
<float_array id="Armature_rotation_euler.Z-output-array" count="14">0 0 0 0 0 0 0 0 0 0 0 0 0 0</float_array>
<technique_common>
<accessor source="#Armature_rotation_euler.Z-output-array" count="14" stride="1">
<param name="ANGLE" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_rotation_euler.Z-interpolation">
<Name_array id="Armature_rotation_euler.Z-interpolation-array" count="14">BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Armature_rotation_euler.Z-interpolation-array" count="14" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Armature_rotation_euler.Z-intangent">
<float_array id="Armature_rotation_euler.Z-intangent-array" count="28">0.1269976 0 0.3353309 0 0.5436643 0 0.7519977 0 0.960331 0 1.168664 0 1.376998 0 1.712329 0 2.001998 0 2.210331 0 2.418664 0 2.626998 0 2.835331 0 3.043664 0</float_array>
<technique_common>
<accessor source="#Armature_rotation_euler.Z-intangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_rotation_euler.Z-outtangent">
<float_array id="Armature_rotation_euler.Z-outtangent-array" count="28">0.289669 0 0.4980024 0 0.7063357 0 0.914669 0 1.123002 0 1.331336 0 1.621005 0 1.956336 0 2.164669 0 2.373002 0 2.581336 0 2.789669 0 2.998002 0 3.206336 0</float_array>
<technique_common>
<accessor source="#Armature_rotation_euler.Z-outtangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_rotation_euler.Z-sampler">
<input semantic="INPUT" source="#Armature_rotation_euler.Z-input"/>
<input semantic="OUTPUT" source="#Armature_rotation_euler.Z-output"/>
<input semantic="INTERPOLATION" source="#Armature_rotation_euler.Z-interpolation"/>
<input semantic="IN_TANGENT" source="#Armature_rotation_euler.Z-intangent"/>
<input semantic="OUT_TANGENT" source="#Armature_rotation_euler.Z-outtangent"/>
</sampler>
<channel source="#Armature_rotation_euler.Z-sampler" target="Armature/rotationZ.ANGLE"/>
</animation>
<animation id="Armature_scale.X">
<source id="Armature_scale.X-input">
<float_array id="Armature_scale.X-input-array" count="14">0.2083333 0.4166666 0.625 0.8333333 1.041667 1.25 1.458333 1.875 2.083333 2.291667 2.5 2.708333 2.916667 3.125</float_array>
<technique_common>
<accessor source="#Armature_scale.X-input-array" count="14" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.X-output">
<float_array id="Armature_scale.X-output-array" count="14">1 1 1 1 1 1 1 1 1 1 1 1 1 1</float_array>
<technique_common>
<accessor source="#Armature_scale.X-output-array" count="14" stride="1">
<param name="X" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.X-interpolation">
<Name_array id="Armature_scale.X-interpolation-array" count="14">BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Armature_scale.X-interpolation-array" count="14" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.X-intangent">
<float_array id="Armature_scale.X-intangent-array" count="28">0.1269976 1 0.3353309 1 0.5436643 1 0.7519977 1 0.960331 1 1.168664 1 1.376998 1 1.712329 1 2.001998 1 2.210331 1 2.418664 1 2.626998 1 2.835331 1 3.043664 1</float_array>
<technique_common>
<accessor source="#Armature_scale.X-intangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.X-outtangent">
<float_array id="Armature_scale.X-outtangent-array" count="28">0.289669 1 0.4980024 1 0.7063357 1 0.914669 1 1.123002 1 1.331336 1 1.621005 1 1.956336 1 2.164669 1 2.373002 1 2.581336 1 2.789669 1 2.998002 1 3.206336 1</float_array>
<technique_common>
<accessor source="#Armature_scale.X-outtangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_scale.X-sampler">
<input semantic="INPUT" source="#Armature_scale.X-input"/>
<input semantic="OUTPUT" source="#Armature_scale.X-output"/>
<input semantic="INTERPOLATION" source="#Armature_scale.X-interpolation"/>
<input semantic="IN_TANGENT" source="#Armature_scale.X-intangent"/>
<input semantic="OUT_TANGENT" source="#Armature_scale.X-outtangent"/>
</sampler>
<channel source="#Armature_scale.X-sampler" target="Armature/scale.X"/>
</animation>
<animation id="Armature_scale.Y">
<source id="Armature_scale.Y-input">
<float_array id="Armature_scale.Y-input-array" count="14">0.2083333 0.4166666 0.625 0.8333333 1.041667 1.25 1.458333 1.875 2.083333 2.291667 2.5 2.708333 2.916667 3.125</float_array>
<technique_common>
<accessor source="#Armature_scale.Y-input-array" count="14" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.Y-output">
<float_array id="Armature_scale.Y-output-array" count="14">1 1 1 1 1 1 1 1 1 1 1 1 1 1</float_array>
<technique_common>
<accessor source="#Armature_scale.Y-output-array" count="14" stride="1">
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.Y-interpolation">
<Name_array id="Armature_scale.Y-interpolation-array" count="14">BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Armature_scale.Y-interpolation-array" count="14" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.Y-intangent">
<float_array id="Armature_scale.Y-intangent-array" count="28">0.1269976 1 0.3353309 1 0.5436643 1 0.7519977 1 0.960331 1 1.168664 1 1.376998 1 1.712329 1 2.001998 1 2.210331 1 2.418664 1 2.626998 1 2.835331 1 3.043664 1</float_array>
<technique_common>
<accessor source="#Armature_scale.Y-intangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.Y-outtangent">
<float_array id="Armature_scale.Y-outtangent-array" count="28">0.289669 1 0.4980024 1 0.7063357 1 0.914669 1 1.123002 1 1.331336 1 1.621005 1 1.956336 1 2.164669 1 2.373002 1 2.581336 1 2.789669 1 2.998002 1 3.206336 1</float_array>
<technique_common>
<accessor source="#Armature_scale.Y-outtangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_scale.Y-sampler">
<input semantic="INPUT" source="#Armature_scale.Y-input"/>
<input semantic="OUTPUT" source="#Armature_scale.Y-output"/>
<input semantic="INTERPOLATION" source="#Armature_scale.Y-interpolation"/>
<input semantic="IN_TANGENT" source="#Armature_scale.Y-intangent"/>
<input semantic="OUT_TANGENT" source="#Armature_scale.Y-outtangent"/>
</sampler>
<channel source="#Armature_scale.Y-sampler" target="Armature/scale.Y"/>
</animation>
<animation id="Armature_scale.Z">
<source id="Armature_scale.Z-input">
<float_array id="Armature_scale.Z-input-array" count="14">0.2083333 0.4166666 0.625 0.8333333 1.041667 1.25 1.458333 1.875 2.083333 2.291667 2.5 2.708333 2.916667 3.125</float_array>
<technique_common>
<accessor source="#Armature_scale.Z-input-array" count="14" stride="1">
<param name="TIME" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.Z-output">
<float_array id="Armature_scale.Z-output-array" count="14">1 1 1 1 1 1 1 1 1 1 1 1 1 1</float_array>
<technique_common>
<accessor source="#Armature_scale.Z-output-array" count="14" stride="1">
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.Z-interpolation">
<Name_array id="Armature_scale.Z-interpolation-array" count="14">BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER BEZIER</Name_array>
<technique_common>
<accessor source="#Armature_scale.Z-interpolation-array" count="14" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.Z-intangent">
<float_array id="Armature_scale.Z-intangent-array" count="28">0.1269976 1 0.3353309 1 0.5436643 1 0.7519977 1 0.960331 1 1.168664 1 1.376998 1 1.712329 1 2.001998 1 2.210331 1 2.418664 1 2.626998 1 2.835331 1 3.043664 1</float_array>
<technique_common>
<accessor source="#Armature_scale.Z-intangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<source id="Armature_scale.Z-outtangent">
<float_array id="Armature_scale.Z-outtangent-array" count="28">0.289669 1 0.4980024 1 0.7063357 1 0.914669 1 1.123002 1 1.331336 1 1.621005 1 1.956336 1 2.164669 1 2.373002 1 2.581336 1 2.789669 1 2.998002 1 3.206336 1</float_array>
<technique_common>
<accessor source="#Armature_scale.Z-outtangent-array" count="14" stride="2">
<param name="X" type="float"/>
<param name="Y" type="float"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_scale.Z-sampler">
<input semantic="INPUT" source="#Armature_scale.Z-input"/>
<input semantic="OUTPUT" source="#Armature_scale.Z-output"/>
<input semantic="INTERPOLATION" source="#Armature_scale.Z-interpolation"/>
<input semantic="IN_TANGENT" source="#Armature_scale.Z-intangent"/>
<input semantic="OUT_TANGENT" source="#Armature_scale.Z-outtangent"/>
</sampler>
<channel source="#Armature_scale.Z-sampler" target="Armature/scale.Z"/>
</animation>
</library_animations>
<library_controllers>
<controller id="Armature_Cube-skin" name="Armature">
<skin source="#Cube-mesh">
<bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
<source id="Armature_Cube-skin-joints">
<Name_array id="Armature_Cube-skin-joints-array" count="9">Bone_Waist Bone_Body Bone_Head Bone_Arm_L Bone_Arm_R Bone_Pelv_L Bone_Leg_L Bone_Pelv_R Bone_Leg_R</Name_array>
<technique_common>
<accessor source="#Armature_Cube-skin-joints-array" count="9" stride="1">
<param name="JOINT" type="name"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Cube-skin-bind_poses">
<float_array id="Armature_Cube-skin-bind_poses-array" count="144">1 0 0 0 0 0 1 -1148.469 0 -1 0 -8.6707e-5 0 0 0 1 1 0 0 0 0 0 1 -1687.837 0 -1 0 -8.6707e-5 0 0 0 1 1 0 0 0 0 0 1 -2378.355 0 -1 0 -8.6707e-5 0 0 0 1 0 -1 0 9.28538e-5 1 0 0 0 0 0 1 -2378.355 0 0 0 1 0 1 0 -9.28538e-5 -1 0 0 0 0 0 1 -2378.355 0 0 0 1 0 -1 0 4.07211e-5 1 0 0 0 0 0 1 -1148.47 0 0 0 1 1 0 0 -461.6104 0 0 -1 1148.47 0 1 0 -1.62279e-4 0 0 0 1 0 1 0 -4.07211e-5 -1 0 0 0 0 0 1 -1148.469 0 0 0 1 1 0 0 475.3899 0 0 -1 1148.469 0 1 0 -1.63319e-4 0 0 0 1</float_array>
<technique_common>
<accessor source="#Armature_Cube-skin-bind_poses-array" count="9" stride="16">
<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Cube-skin-weights">
<float_array id="Armature_Cube-skin-weights-array" count="110">0.7705503 0.1589688 0.06111383 0.009367048 0.001337468 0.1160963 0.05622291 0.8263434 0.7688487 0.06171077 0.1595118 0.009928703 0.001810133 0.1164036 0.05581009 0.8259761 0.06517601 0.1800122 0.7548117 0.7832686 0.1652002 0.05153113 0.06477069 0.1809979 0.7542313 0.7818716 0.05214512 0.1659832 0.8684716 0.1315284 0.9503069 0.04332238 0.006370723 0.8685899 0.1314101 0.9498665 0.006606876 0.04352658 0.05954545 0.9404546 1 1 0.0668385 0.9331615 0.06338685 0.9366132 1 1 0.07088917 0.9291108 0.1075927 0.01029014 0.8326498 0.04946732 0.7147578 0.01914578 0.09819877 0.09974247 0.0681551 0.1075639 0.01028442 0.831916 0.0502355 0.7140653 0.01925164 0.06846237 0.09876793 0.09945273 0.7874678 0.1721056 0.04042649 0.03081732 0.06788873 0.8669553 0.03433865 0.04201436 0.7850191 0.1729665 0.03440243 0.03883409 0.07034432 0.8564191 0.4933259 0.5066741 0.07495087 0.4136775 0.5113717 0.1169021 0.883098 0.04263317 0.9573668 0.01883351 0.9811665 1 1 1 0.4937199 0.50628 0.07284593 0.4164886 0.5106655 0.1123651 0.8876349 0.03824847 0.9617515 0.02120548 0.9787945 1 1 1</float_array>
<technique_common>
<accessor source="#Armature_Cube-skin-weights-array" count="110" stride="1">
<param name="WEIGHT" type="float"/>
</accessor>
</technique_common>
</source>
<joints>
<input semantic="JOINT" source="#Armature_Cube-skin-joints"/>
<input semantic="INV_BIND_MATRIX" source="#Armature_Cube-skin-bind_poses"/>
</joints>
<vertex_weights count="44">
<input semantic="JOINT" source="#Armature_Cube-skin-joints" offset="0"/>
<input semantic="WEIGHT" source="#Armature_Cube-skin-weights" offset="1"/>
<vcount>4 4 4 4 3 3 3 3 2 3 2 3 2 1 1 2 2 1 1 2 4 5 4 5 3 4 3 4 2 3 2 2 2 1 1 1 2 3 2 2 2 1 1 1 </vcount>
<v>1 0 3 1 4 2 5 3 0 4 1 5 2 6 3 7 1 8 3 9 4 10 7 11 0 12 1 13 2 14 4 15 1 16 2 17 3 18 2 19 3 20 4 21 1 22 2 23 4 24 2 25 3 26 4 27 2 28 3 29 2 30 3 31 4 32 2 33 4 34 2 35 3 36 4 37 1 38 3 39 3 40 3 41 2 42 3 43 1 44 4 45 4 46 4 47 2 48 4 49 0 50 1 51 5 52 6 53 0 54 3 55 5 56 6 57 7 58 0 59 1 60 7 61 8 62 0 63 4 64 5 65 7 66 8 67 5 68 6 69 8 70 0 71 5 72 6 73 7 74 6 75 7 76 8 77 0 78 5 79 7 80 8 81 5 82 6 83 0 84 5 85 6 86 5 87 6 88 5 89 6 90 5 91 6 92 6 93 6 94 6 95 7 96 8 97 0 98 7 99 8 100 7 101 8 102 7 103 8 104 7 105 8 106 8 107 8 108 8 109</v>
</vertex_weights>
</skin>
</controller>
</library_controllers>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="Camera" name="Camera" type="NODE">
<translate sid="location">74.81132 -65.0764 53.43665</translate>
<rotate sid="rotationZ">0 0 1 46.69194</rotate>
<rotate sid="rotationY">0 1 0 0.619768</rotate>
<rotate sid="rotationX">1 0 0 63.5593</rotate>
<scale sid="scale">10 10 10</scale>
<instance_camera url="#Camera-camera"/>
</node>
<node id="Lamp" name="Lamp" type="NODE">
<translate sid="location">40.76245 10.05454 59.03862</translate>
<rotate sid="rotationZ">0 0 1 106.9363</rotate>
<rotate sid="rotationY">0 1 0 3.163707</rotate>
<rotate sid="rotationX">1 0 0 37.26105</rotate>
<scale sid="scale">10 10 10</scale>
<instance_light url="#Lamp-light"/>
</node>
<node id="Armature" name="Armature" type="NODE">
<translate sid="location">0 0 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
<node id="Bone_Waist" name="Bone.Waist" sid="Bone_Waist" type="JOINT">
<matrix sid="transform">1 0 0 0 0 7.54979e-8 -1 0 0 1 7.54979e-8 1148.469 0 0 0 1</matrix>
<node id="Bone_Body" name="Bone.Body" sid="Bone_Body" type="JOINT">
<matrix sid="transform">1 0 0 0 0 1 0 539.3677 0 0 1 7.27596e-12 0 0 0 1</matrix>
<node id="Bone_Head" name="Bone.Head" sid="Bone_Head" type="JOINT">
<matrix sid="transform">1 0 0 0 0 1 0 690.5179 0 0 1 0 0 0 0 1</matrix>
</node>
<node id="Bone_Arm_L" name="Bone.Arm.L" sid="Bone_Arm_L" type="JOINT">
<matrix sid="transform">7.54979e-8 1 0 0 -7.54979e-8 5.69993e-15 1 690.5179 1 -7.54979e-8 7.54979e-8 0 0 0 0 1</matrix>
</node>
<node id="Bone_Arm_R" name="Bone.Arm.R" sid="Bone_Arm_R" type="JOINT">
<matrix sid="transform">7.54979e-8 -1 0 0 7.54979e-8 5.69993e-15 1 690.5179 -1 -7.54979e-8 7.54979e-8 0 0 0 0 1</matrix>
</node>
</node>
<node id="Bone_Pelv_L" name="Bone.Pelv.L" sid="Bone_Pelv_L" type="JOINT">
<matrix sid="transform">7.54979e-8 0.9999999 0 0 -7.54979e-8 5.69993e-15 0.9999999 0 0.9999999 -7.54979e-8 7.54979e-8 -4.07211e-5 0 0 0 1</matrix>
<node id="Bone_Leg_L" name="Bone.Leg.L" sid="Bone_Leg_L" type="JOINT">
<matrix sid="transform">7.54979e-8 -7.54979e-8 -1 3.63798e-12 1 5.69993e-15 7.54979e-8 461.6104 0 -1 7.54979e-8 0 0 0 0 1</matrix>
</node>
</node>
<node id="Bone_Pelv_R" name="Bone.Pelv.R" sid="Bone_Pelv_R" type="JOINT">
<matrix sid="transform">7.54979e-8 -1 0 0 7.54979e-8 5.69993e-15 1 0 -1 -7.54979e-8 7.54979e-8 -4.07211e-5 0 0 0 1</matrix>
<node id="Bone_Leg_R" name="Bone.Leg.R" sid="Bone_Leg_R" type="JOINT">
<matrix sid="transform">7.54979e-8 7.54979e-8 1 0 -1 5.69993e-15 7.54979e-8 475.3899 0 -1 7.54979e-8 0 0 0 0 1</matrix>
</node>
</node>
</node>
</node>
<node id="Cube" name="Cube" type="NODE">
<translate sid="location">0 0 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
<instance_controller url="#Armature_Cube-skin">
<skeleton>#Bone_Waist</skeleton>
<bind_material>
<technique_common>
<instance_material symbol="BotMaterial-material" target="#BotMaterial-material">
<bind_vertex_input semantic="UVMap" input_semantic="TEXCOORD" input_set="0"/>
</instance_material>
</technique_common>
</bind_material>
</instance_controller>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
</scene>
</COLLADA>
Sorry, I didn't get the email. Could you zip the files and upload somewhere?
Hmmm, the colladaloader switches between morphtargets and a skeleton based on the maxbones. It will select morphtargets when bones are greater then maxbones.
Now that we have bones on the GPU, do we need this maxbones/morphtargets code any more?
The problem is that threejs uses vertex textures to get that many bones loaded in.
Which only is garanteed for around 93% of the users
I think 93% is good enough for saving our sanity on this one.
Also we can assume that upto 57 bones are no problem based on webgl stats, It would certainly make more sense.
https://github.com/mrdoob/three.js/blob/dev/src/renderers/WebGLRenderer.js#L6024-L6061
I'm sorry for very slow reply...I didn't notice. I guess I sent the email to noreply.github address. I guess I will wait for the newer version, and meanwhile use JSONLoader.
If you still need the sample code, it's here. https://drive.google.com/folderview?id=0B2hinNPxORGRUUh1Y3Y2ZHRfNG8&usp=sharing
ColladaLoader won't load animation when loading .dae file with less than 30 bones. The error message is "skin.morphTargetInfluences is undefined". It's because "geometry.morphTargets" is kept unassigned when "sortedbones.length" is less than "maxbones" around line 765 in ColladaLoader.js. When changing the "maxbones" in ColladaLoader.js from 30 to 1, it will load the animation. I'm not sure if there is a particular reason for this, but I'm sure there are people banging their head when trying to load their own model with less than 30 bones.
I used the example "webgl_loader_collada.html" code for testing, and Blender 2.7a for creating the .dae file.
Thanks for the great library by the way! :)