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Question about Collada use in T3D

by Zergcow · in Torque 3D Beginner · 04/04/2010 (9:29 pm) · 6 replies

Hi I am just curious about the Collada format and how it is used in Torque 3D. I have the older version of the engine and specifically remember needing to make DIFF and DTS files depending on what I was using each object for. Something about rain showing up inside buildings if I remember correctly.

My question is this: Does Collada replace all other torque model formats? Or is the plan that down the road Collada will replace all other Torque formats? If I buy Torque 3D could I make all my 3D models as collada and be ok? With our current #D application at work that we use to make virtual worlds we export everything in collada format.

I read in an article somewhere today that the dts format was "defunct" in T3D and collada was the new standard to replace previous torque formats. But when I go to the documentation all I see is DTS and DIFF information. There is information about importing collada into torque but not in the artist tools area, only in the T3D document area. In the artist tools (I use Maya at work) all I see is Maya2DTS stuff. I see nothing about Collada.

When would I use collada?
When would I use DTS?
When would I use DIFF?

I also heard from that article that the artist will only ever see the collada format, the engine will package everything up with a single click at any time. what does that mean. is that like compiling the project into an installer or something?

Thanks,
ZergCow

#1
04/04/2010 (10:33 pm)
When you use collada and load it in the engine it makes it into a DTS file auto for ya.

You should be able to make all models in collada if you like I have not had any real big problems so far.
#2
04/05/2010 (6:52 am)
DIFF is defunct not DTS (depreciated anyhow, they had threatened to pull the code out - and BSP portaling is ended). Make buildings as mesh models and give them "Visible Collision".
#3
04/05/2010 (10:36 am)
The documentation about Collada in T3D is actually in the T3D section and not the Artists section.

Collada can be used for any type of object, static shapes, players, etc. When Torque 3D first launched last year the general practice was to continue using DTS for characters and DAE for static shapes and interiors, but the code has come a long way since then. In the Chinatown demo from GDC, everything, including the character, was a Collada model with the exception of a few static shapes that were DTS. The only reason they were still DTS is they were existing assets and there was no reason to change them.
#4
04/05/2010 (10:44 am)
Cool thanks for clearing that up.

Is there not a thread or document that explains how old systems now work in T3D ... like this whole Collada / DTS / DIFF confusion that I had. If there was an explanation (maybe in tooltip form) in the T3D documentation on how the new art pipeline differs from the old that would have been worlds of help.
#5
04/05/2010 (10:53 am)
The documentation for DTS and DIFF from TGE/TGEA still apply. There wasn't much change there. DTS and DIFF still work just as they did before, only now artists have the option using the Collada format so they don't have to learn an unfamiliar format if they choose.
#6
04/06/2010 (2:53 am)
I've found the DAE format okay for most applications, even animation storage, however; things might get a little 'weird' when it comes to generating 'Blend Type' of animation....as with Collada, I've not seen a way to 'CFG' the output to include a Blend Reference Frame...and this is an important animation feature. Not entirely certain to to setup a IFL animation as well....I tink this is where DAE starts to hit the wall....anyone with production experience with Collada assets and animation files...oh yea, triggers...how do you get a 'trigger' in a Collada DAE? You have to script a runtime solution to add nodes, triggers, etc....not too hard, but convoluted, nonetheless.

Also, culling nodes in a base 'reference'/avatar is tricky with Collada, as two extra nodes are placed in front of the skeleton rig....so, I would say Collada is fine for just about everything, cepting some of the trickier animation needs/features.

Good luck!

Best thing going for DAE, is the fact it is human readable, and editable....but the file size is HUGE, for large vertex counts, and animation baking...oh, like 11 megs a shape! OUCH! Which is why you scoop up the .cached.dts and use that instead.....and read up on TSShapeConstructor functions to add all the goodies....! If you intend to animate with Collada....you'll need them.