COLLADA as vehicle
by Smelly McBeard · in Artist Corner · 07/09/2009 (7:20 am) · 8 replies
I am attempting to export the buggy as a COLLADA file. So far, with no success.
When I attempt to replace buggy.dts with buggy.dae, torque crashes when opening a project.
Anyone have any information as to how/if this can work?
Thank you very much,
Ryan
When I attempt to replace buggy.dts with buggy.dae, torque crashes when opening a project.
Anyone have any information as to how/if this can work?
Thank you very much,
Ryan
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#2
It might be, but I changed the car.cs file in the datablocks folder to be calling my .dae file instead of the .dts and that is when it crashes. Is this a bug or can am I not exporting it right, when I export the .dae of the shape and bring it into T3D as a shape only I have no problems and I can view all the proper animations in the shape editor. Any help is greatly appreciated.
edit*
Ok I figured out that in my .dae file I have a rootpose and a sequence called ambient for the buggy. In the ambient sequence it plays an animation of all 4 springs moving. In the .dts file the springs animations were exported automatically. Is there a way to do that with .DAE files?
07/09/2009 (11:23 am)
Thanks Matt,It might be, but I changed the car.cs file in the datablocks folder to be calling my .dae file instead of the .dts and that is when it crashes. Is this a bug or can am I not exporting it right, when I export the .dae of the shape and bring it into T3D as a shape only I have no problems and I can view all the proper animations in the shape editor. Any help is greatly appreciated.
edit*
Ok I figured out that in my .dae file I have a rootpose and a sequence called ambient for the buggy. In the ambient sequence it plays an animation of all 4 springs moving. In the .dts file the springs animations were exported automatically. Is there a way to do that with .DAE files?
#3
07/09/2009 (11:35 am)
That is the problem then. Leave the buggy.dts in the file. It will convert the dae to a dts. Really all you should have to do is place the dae in the directory and go from there.
#4
07/09/2009 (11:52 am)
I am confused as to what you mean Randy, I understand that the engine makes a cached dts file from a dae but I can just leave the code and it will call that cached dts instead of having to input the dae into the code? I hope that made sense. Thanks for the help
#5
Animated objects (such as player or car models) are best done using DTS exports.
That is my understanding :)
07/09/2009 (1:33 pm)
In some of the discussions I've had around using Collada, it seems that its main purpose is for Interiors, an alternative to DIF files. This is good for most static meshes such as buildings, etc.Animated objects (such as player or car models) are best done using DTS exports.
That is my understanding :)
#6
Sorry my bad. You would call out the dae. I am actually doing something else and using just the dts files for now. What I was actually meaning to say is try converting the model without changing the code first and make sure the collada file will actually create the cached DTS. I have a special project I use for this when I get files from the artists. Just a vanilla load for converting.
@James,
It's not just for DIFs, it supports animation. Just load a collada file up and go the shape editor and you can see the animations.
07/09/2009 (1:42 pm)
@Ryan,Sorry my bad. You would call out the dae. I am actually doing something else and using just the dts files for now. What I was actually meaning to say is try converting the model without changing the code first and make sure the collada file will actually create the cached DTS. I have a special project I use for this when I get files from the artists. Just a vanilla load for converting.
@James,
It's not just for DIFs, it supports animation. Just load a collada file up and go the shape editor and you can see the animations.
#7
Since many Collada exporters do not support the <animation_clip> element, all animations are exported into a single sequence. You can use the Shape Editor tool to split them up and rename them as appropriate.
07/09/2009 (3:27 pm)
@Ryan - I've posted some info about creating WheeledVehicles in your other thread.Since many Collada exporters do not support the <animation_clip> element, all animations are exported into a single sequence. You can use the Shape Editor tool to split them up and rename them as appropriate.
#8
07/10/2009 (7:22 am)
Thanks Randy for the clarification - the education continues :D
Torque 3D Owner User
Thus it cant find it, causing it to crash.
Not sure though.