Open GoogleCodeExporter opened 9 years ago
Hi Erwin,
the reason the mesh does not get imported is, that is instantiated via a
controller
and both converters currently do not support controllers.
However, even when the geometry is instantiated directly using
<instance_geometry>,
the .3ds file seems to be buggy. I will have a look at it.
Robert
Original comment by opencollada2@googlemail.com
on 9 Nov 2009 at 1:17
converting skinned skeleton animation would be very important feature: for
simple
textured meshes, people generally simply use .obj files, rather than COLLADA
.dae :-)
Do you have any estimate how much work is needed to support skinned skeleton
animation/controllers, and fix this issue (in terms of days/weeks/months)?
Thanks a lot,
Erwin
Original comment by erwin.coumans
on 9 Nov 2009 at 2:41
Yes, that is true. But please note that the dae2orge converter was originally
written
as an example program for the usage of OpenCOLLADA. It is by far not feature
complete.
We have not yet an estimate how much work it is needed to support this in 3ds.
This
would require a further analysis of the 3ds file format.
Original comment by opencollada2@googlemail.com
on 9 Nov 2009 at 3:38
To be honest, I would rather have a binding/conversion from OpenCollada to John
Ratcliff's MeshImport library:
MeshImport library: http://code.google.com/p/meshimport
Example how to use MeshImport: http://code.google.com/p/meshimporttest/
Docs: http://docs.google.com/View?id=d5v2g3t_18csmgsxc7
BLOG with further info: http://www.codesuppository.blogspot.com
Any way to get a skinned animated skeleton from Maya into a game engine,
through
OpenCollada would be great, and it seems John Ratcliff's MeshImport is a good
starting point for that (and MeshImport also uses the MIT license, so you are
free to
copy the source code into your the OpenCollada project)
Original comment by erwin.coumans
on 9 Nov 2009 at 4:01
Original issue reported on code.google.com by
erwin.coumans
on 7 Nov 2009 at 2:39Attachments: