crash importing COLLADA model
by Emily Roxworthy · in Collada Test · 11/03/2010 (10:13 pm) · 12 replies
Hello,
I am trying to import a Maya model into T3D 1.0.1 using openCOLLADA 1.2.2, but T3D crashes when attempting to create the cached DTS file. I have had some success importing other models, but this one has been giving me problems. At first the model imported somewhat correctly, with a few artifacts which I believed to be due to axis rotation:

The artist sent back a new model with the head repositioned and the transforms frozen. Now the model crashes T3D. Here is the exported DAE file:
DAE
Any help would be greatly appreciated.
I am trying to import a Maya model into T3D 1.0.1 using openCOLLADA 1.2.2, but T3D crashes when attempting to create the cached DTS file. I have had some success importing other models, but this one has been giving me problems. At first the model imported somewhat correctly, with a few artifacts which I believed to be due to axis rotation:

The artist sent back a new model with the head repositioned and the transforms frozen. Now the model crashes T3D. Here is the exported DAE file:
DAE
Any help would be greatly appreciated.
About the author
#2
11/04/2010 (8:39 pm)
Thanks for the quick reply, I will give that a shot.
#3

Aside from the scaling issue, that bloody head mesh is still detached and nodeless.
11/04/2010 (9:59 pm)
So the model imports using T3D 1.1 beta3; here is the result:
Aside from the scaling issue, that bloody head mesh is still detached and nodeless.
#4
The extra head mesh comes from a morph controller included in the model - morph animations are not currently supported in T3D. You can cull the unwanted mesh on import by adding "blendshape_smiling*" to the "Ignore Meshes" box in the COLLADA import gui.
With these 2 changes, the model loads perfectly for me.
11/05/2010 (4:44 am)
Set the "Ignore bone scaling" option in the T3D COLLADA import gui to fix the stretched out issue.The extra head mesh comes from a morph controller included in the model - morph animations are not currently supported in T3D. You can cull the unwanted mesh on import by adding "blendshape_smiling*" to the "Ignore Meshes" box in the COLLADA import gui.
With these 2 changes, the model loads perfectly for me.
#5
11/05/2010 (7:20 pm)
Chris = rockstar support!
#6

The model looks perfect in the Shape Editor, and her lips are mapped correctly, so I am really confused.
Thanks again for the great support!
11/05/2010 (7:52 pm)
Thanks! The head mesh is finally off the floor. Something is still strange about the face's texture:
The model looks perfect in the Shape Editor, and her lips are mapped correctly, so I am really confused.
Thanks again for the great support!
#7
Does playing with any of the settings in the Material Editor (especially the lighting ones) help at all?
11/06/2010 (12:13 am)
So the face texture looks correct in the Shape Editor? Just not in game?Does playing with any of the settings in the Material Editor (especially the lighting ones) help at all?
#8
11/06/2010 (11:00 pm)
Playing with the lighting settings does not seem to help. And yes, in the Shape Editor the model is correct, including the animation. If you would like I can upload the textures for you to import the model yourself.
#9
11/08/2010 (2:19 am)
I think I may have found the issue. Thanks again for the excellent support!
#10
11/08/2010 (4:51 am)
Emily, please post about the issue you had. It may help someone in the future.
#11
11/08/2010 (10:07 pm)
Sorry it looks like the solution that I found was temporary, involving removing parts of the animation. It seems there were more morph controllers. For now we have decided to make each mesh emissive.
#12
11/09/2010 (7:35 pm)
Well I feel stupid now, but I had not checked to export texture tangents. The model looks great now, thanks so much for the support.
Associate Chris Robertson