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Importing (collada) into torque 3d 1.1

by OB1 · in Torque 3D Professional · 12/11/2009 (1:00 pm) · 9 replies

I am having a problem importing my collada files into torque 3d 1.1, can anyone give me a link to a tutorial that actually shows step by step of how to get there.

#1
12/11/2009 (4:28 pm)
What 3d package are you exporting? Which collada exporter are you using? A good one can be found here for Max and Maya:
http://opencollada.org/

Here is some basic info that was given a while back:
http://www.torquepowered.com/community/forums/viewthread/85289

These aren't too many tutorials out yet. DAE files are new to torque3d. They just implemented a new collada importer into T3D 1.1 alpha. If you are aware of how DTS files are setup then Collada should not be too hard to figure out. You can also setup models in DTS form and export that to collada as well.



#2
12/14/2009 (7:59 am)
I'm using Cinema 4D (C4D) ...any help out there?
#3
12/14/2009 (11:27 am)
What problem are you having? Be specific.

You might want to check out the console in-game (hit the tilde key ~) or the log file in the root where your game exe is.
#4
12/14/2009 (3:08 pm)
thanx I found out what was wrong with it, something had messed up on installation so reinstalling fixed it
#5
04/01/2010 (2:08 am)
Is there a limit now on how many verts a object can have imported into the engine as I got a error saying to many verts.

I know I need to lower the verts some but this is a character with many sets of cloths with it in the same file so might be able to put some in other files but I don't know how well that would work for animation.

The bigest file I ever imported was onl 60k though that was not lod yet ether but this one has over 6x that with all the cloths and items its been compressed already with its textures though the real file size is over 3mill polys.

It may not be that a problem with the verts though even if its saying it is as I can't seem to extport it to Collada from 3ds Max which is the original format. I export to .fbx open it into XSI then out to Collada and into engine. I will try to get 3ds max working after I find whats the problem as it crashes when I do so.

Any pointers would help. Thanks in advance.
#6
04/01/2010 (5:49 am)
There's a limit to how many vertices you can have in a single mesh node, because there's a limit of how many verts you can have on a single vertex buffer. Splitting the offending mesh node into multiple meshes will solve the problem.
#7
04/01/2010 (6:07 am)
Is there a limit now on how many verts a object can have imported into the engine as I got a error saying to many verts.

- That's a good question on how many verts can be exported. I usually go by poly count. Depending on how much detail you want on your cloth with your character, you could go between 1,000-20,000k tri-polys. Probably a little more higher if needed, with expense from the environment and other character polycount.

3 million on a character is way to high, in my opinion. But I am sure it can be done. As mentioned; exporting them in chunks then mounting them back together in the engine with mount point dummys.

Be sure NOT to use the autodesk collada exporter that comes with Max. It is known to not import DAE files correctly into T3D.
#8
04/01/2010 (11:19 pm)
Its not 3mill polys Thats the original high poly count the character should be around almost 30k polys but its got high end textures for the 3mill original.

I might split the file but right now I think I going to try to get 3DS max to export that Collada file as there are funny things when its exported and then put into XSI with the format .FBX. Funny thing is I can see it all just fine in wireframe but I can't see the character and some of the cloths when I put highlight on and shaded.

The character in wireframe also looks messed up as 1-5 polys seem to go right to the ground at maybe 60 degrees from it also some of the cloths are not where they should be but in the middle or off the side.

I don't care to much about the cloths though as non of them will be used. I buy 2 high end characters so I got 30 days to get these things to work though even if I don't get them to work I will keep them and keep trying to get them to work as they are perfect of what I wan't even if they cost me allot. :P I would like to have someone help but I know thats got to be in the license. :P

I thought I was going to have all day to work on it but I had work it seems so could not. First thing I going to do it change the polys to tri's as that might work. If it don't it should work for the Collada file to the engine from XSI maybe as that could be the problem to many polys to convert. Though I think it has to do with things not being what they should be when in XSI. I am not used to Useing MAX ether I used to use it all the time till I found something better though back then mine was Max 8 I think its changed allot now.

Thanks ben for the last part did not know that must of missed what you said till now though I really rather get it to work from Max as I don't know what to really export from max to to get it working right in another 3d program with the rig. Not every format supports rigging. There no way I want to export it without it being rigged ether as I tryed to rig my own character and failed could nto get it to work perfectly the way I wanted to.
#9
04/02/2010 (12:35 am)
Ok well I got it to work with max though its only the 1 cloths that I had active so it seems to need to have all cloths on at once as its not exporting it.

There is one little mistake and thats one of the feet have 2 holes in it but other then that its fine and all the textures work fine to even the little animation I had. :P

I got it to work with opencollada.org/download.html collada exporter so if any of you are haveing problems use that because it works perfectly besides those little holes.

All I need to do now is set it up as a player controled character and LOD it and I should be ready to go. The character might be a little high even with the 1 set of cloths items its 400k polys is what the engine say so it needs to be lowed and lod. I don't even have to resize it ether its perfect height. Next up male character but as its from same company it should work fine.