Game Development Community

Collada Player Import Notes:

by Kevin Mitchell · in Torque 3D Professional · 08/05/2009 (8:17 pm) · 4 replies

So I finally I get back to my game...

I try to export my character out to collada the same way i set up a player for DTS

i26.photobucket.com/albums/c118/shoiko/Note1.png
Note my Biped Character is: 99.953 tall normal metrics setting

Export-> tori.dea
change the Tori.cs to
baseShape = "./Tori.DAE";
Load Game:

First Off I noticed that my characters orientation was 90 degrees off.

This might be related to the View I created my Eye and Cam Node? Created in Left View.

When Using the base character my ground node has my characters pinned to the ground.

When adding default and "Motion Animation Pack" animations to my character, I'm suddenly floating.

When running my cam node did some very off moving. Note my Cam is attached to my character biped 01 node

And when stopping the cam deviates from behind me to the side of me slightly.

Other than the oddness I can fairly say i love collada.

maybe a blog updat3e of new stuff i added later. Keep a look out ^^



#1
08/06/2009 (8:45 am)
- 90 degree rotation

This could be due to the fact that Collada exported out the Bip01 node, which most people usually cull out of their DTS export. Collada isnt as robust when it comes to having that control with regards to what to and not to export, its quite literally a scene dump.

- Left View Created Eye and Cam

This would affect other things because these nodes would have a rotation value assigned to them because they were created aligned to a viewport and not the world like you want for Torque engines.

- Ground node

Sorry not following what you are saying at all.

- Adding animations causes my model to float

This can happen a lot if the skeleton/biped in the animations is larger than the one used in your model. The only real solution is to make your model fit the skeleton/biped, or re-export the animations so that you can make them fit your skeleton/biped best.

- Cam node moving (off moving and deviation)

Not quite sure what you are saying whats going on here. Perhaps explaining things better might help here. One thing to note that the rotation offset that you have on the cam node (because you created it in the left viewport) might be the cause of the problem here.



Some other notes about Collada
- Unlike the DTS it dumps out the entire scene. So you have little to no control with regards to what does and doesnt get exported.
- Last I looked only "bones/biped" can be exported as a bone. Unfortunately this means that you cannot use a dummy to control the rotation of a wheel, opening of a door, or to do facial animation. This is very frustrating but similar to what Nintendo does too with its exporters for the Wii and DS
#2
08/06/2009 (2:51 pm)
Thanks for the response.

When I said ground node, i meant basically my character feet meet the ground correctly, only when other animations are disabled.


This is the camera off set i spoke of. one when standing still.
The other one was when running.

i26.photobucket.com/albums/c118/shoiko/456.jpg
i26.photobucket.com/albums/c118/shoiko/486.jpg


When you say i can't use a dummy do you mean mount01 and mount 00?
And triggers?
#3
08/12/2009 (6:53 am)
Hi Kevin,

"I try to export my character out to collada the same way i set up a player for DTS"

What did you export your character from? I am having problems importing a collada character exported from Maya, so maybe you have done something similar?
#4
08/12/2009 (6:31 pm)
3ds max.

you have to delete bounds box though..