RESOLVED - Collada Import Mangled Since 1.0.1 - LOGGED
by Steve Acaster · in Torque 3D Professional · 08/13/2010 (12:13 am) · 5 replies
T3D 1.1 beta 1 and 2
Windows7 32bit
Target:
DAE import
Issue:
DISCLAIMER: Not sure if a bug or me (I'm not a pro artist) ... but I've had "some" issues with 1.1beta (1 and 2) dae2dts.
Picture speak louder than words

That's the same DAE.
The DAE file is here - thanks eb
Repeat:
Import file into 1.0.1 using the older 1.0.1 Dae2Dts converter and see result, then do same in 1.1 using the newer Dae2Dts converter. Also look in the file if you understand Collada - I don't.
Suggestion:
Work out if there's a problem in the newer Dae2Dts exporter - or if the problem is with the organic thing hammering away at this keyboard ...
EDIT:
Typical ... now that I've listed this as a bug as I get another dae to convert fine ... I guess squidgy thing at keyboard is issue ... but don't understand the sudden change in the model file provided between T3D versions.
Resolved:
Wonky bounds cube was wonky. Rexported it without rotations on the bounding box and all was well.
Windows7 32bit
Target:
DAE import
Issue:
DISCLAIMER: Not sure if a bug or me (I'm not a pro artist) ... but I've had "some" issues with 1.1beta (1 and 2) dae2dts.
Picture speak louder than words

That's the same DAE.
The DAE file is here - thanks eb
Repeat:
Import file into 1.0.1 using the older 1.0.1 Dae2Dts converter and see result, then do same in 1.1 using the newer Dae2Dts converter. Also look in the file if you understand Collada - I don't.
Suggestion:
Work out if there's a problem in the newer Dae2Dts exporter - or if the problem is with the organic thing hammering away at this keyboard ...
EDIT:
Typical ... now that I've listed this as a bug as I get another dae to convert fine ... I guess squidgy thing at keyboard is issue ... but don't understand the sudden change in the model file provided between T3D versions.
Resolved:
Wonky bounds cube was wonky. Rexported it without rotations on the bounding box and all was well.
About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#2
08/13/2010 (3:46 pm)
Logged as TQA-814 for the QA team to verify.
#3
I think this is an issue with your model, albeit one that would only show up in T3D 1.1.
One of the improvements made to the collada loader in 1.1 was to import all transforms relative to the 'bounds' node. This is required to support ground transforms. If the model does not contain a 'bounds' node, this feature has no effect.
Your model's bounds node looks like this:
ie. it has a 90 degree rotation around the X axis. When the model is imported by T3D, all transforms are relative to this basis, which effectively rotates your model -90 degrees around the X axis.
Fix it by removing the bounds node (if you don't need it, and just let the collada loader calculate the model bounding box automatically), OR by rotating the bounds node -90 around the X axis prior to export (ie. the bounds node will now have the identity transform).
08/14/2010 (12:36 am)
Hi Steve,I think this is an issue with your model, albeit one that would only show up in T3D 1.1.
One of the improvements made to the collada loader in 1.1 was to import all transforms relative to the 'bounds' node. This is required to support ground transforms. If the model does not contain a 'bounds' node, this feature has no effect.
Your model's bounds node looks like this:
<translate sid="translate">0.00000 0.00000 0.00000</translate> <rotate sid="rotateZ">0 0 1 0.00000</rotate> <rotate sid="rotateY">0 1 0 0.00000</rotate> <rotate sid="rotateX">1 0 0 90.00000</rotate> <scale sid="scale">100.00000 100.00000 100.00000</scale>
ie. it has a 90 degree rotation around the X axis. When the model is imported by T3D, all transforms are relative to this basis, which effectively rotates your model -90 degrees around the X axis.
Fix it by removing the bounds node (if you don't need it, and just let the collada loader calculate the model bounding box automatically), OR by rotating the bounds node -90 around the X axis prior to export (ie. the bounds node will now have the identity transform).
#4
I had checked through everything else but it just never occurred to me to check my bounding box ...
Well spotted Chris, moving to resolved.
08/14/2010 (1:04 am)
Result.I had checked through everything else but it just never occurred to me to check my bounding box ...
Well spotted Chris, moving to resolved.
#5
Collada is a standard you can't change a fundamental operation like parenting. The node hierarchy is clear in the file, its not a child of bounds therefore not altered by its transform. If ground transform rely on that, they need fixing or special casing is some way that doesn't potentially break in a odd hard to debug many legit models.
Deano
08/14/2010 (3:13 pm)
Exporting relative to non parent node is a bug in your Collada importer, you need to change the code for ground transforms if its requiring it.Collada is a standard you can't change a fundamental operation like parenting. The node hierarchy is clear in the file, its not a child of bounds therefore not altered by its transform. If ground transform rely on that, they need fixing or special casing is some way that doesn't potentially break in a odd hard to debug many legit models.
Deano
Torque Owner Dean Calver
Cloud Pixies Ltd
Your up axis is along the Z (which matches Torque)
The rotation (axis angle) of each node are
Rotate Z = 0 0 1 0
Rotate Y = 0 1 0 0
Rotate X = 1 0 0 0
Which is identity except
Shape50 which is
Rotate Z = 0 0 1 0
Rotate Y = 0 1 0 0
Rotate X = 1 0 0 90
But I think that isn't the main tree model, so shouldn't affect things.
Tried loading it into another app, and it also shows it standing up, so Beta2 is looking shifty with a guilty look on its face.
I think you have yourself a genuine bug in Beta2!
HTH,
Deano