Characters in COLLADA dae format
by John E. Nelson · in Collada Test · 05/05/2011 (11:37 am) · 7 replies
Has anyone successfully used Characters in COLLADA dae format in T3d...
1) fully rigged characters
2) full animations work
3) characters work just like the DTS counterparts
If so, what was your workflow?
I had some issues in a test I did, just want to make sure someone else has had success in this.
Mixamo is suggesting this as our workflow to get custom Evolver characters, into Mixamo, and output in a format that Mixamo handles. i.e. DAE. They do not support DTS, and DSQ.
1) fully rigged characters
2) full animations work
3) characters work just like the DTS counterparts
If so, what was your workflow?
I had some issues in a test I did, just want to make sure someone else has had success in this.
Mixamo is suggesting this as our workflow to get custom Evolver characters, into Mixamo, and output in a format that Mixamo handles. i.e. DAE. They do not support DTS, and DSQ.
About the author
An experienced producer of interactive media and games going back to the 90's.
#2
05/05/2011 (11:53 am)
I just emailed you. Thanks!
#3
05/05/2011 (12:07 pm)
John, i have my server down. Send the mail to this address: info.collateral@gmail.com
#4
files here
Which cad app and version are you using ?
05/05/2011 (1:37 pm)
I exported the Torque Orc as DAE and have him ready to use for people to test. The export came from Max2011 using Opencollada.files here
Which cad app and version are you using ?
#5
But I have Blender, and Carrara 8 Pro.
My custom characters I built in Evolver, exported in the Torque format, had the same rig as the default character in T3d.
I need new animations for the characters, especially for those that do not need to carry a weapon.
i.e. idle without gun, walk without gun
So I was going to use Mixamo to create them but they do not handle the DTS/DSQ formats.
Mixamo suggests I just use the DAE format for everything.
I already paid for all the DTS exports out of Evolver, so I may lose that money if I have to re-export them all to 3DS Max or Blender.
But if I have to redo them, then I need a new workflow to prevent this error on my part from occuring again.
05/05/2011 (2:01 pm)
I have an old Max version, never upgraded.But I have Blender, and Carrara 8 Pro.
My custom characters I built in Evolver, exported in the Torque format, had the same rig as the default character in T3d.
I need new animations for the characters, especially for those that do not need to carry a weapon.
i.e. idle without gun, walk without gun
So I was going to use Mixamo to create them but they do not handle the DTS/DSQ formats.
Mixamo suggests I just use the DAE format for everything.
I already paid for all the DTS exports out of Evolver, so I may lose that money if I have to re-export them all to 3DS Max or Blender.
But if I have to redo them, then I need a new workflow to prevent this error on my part from occuring again.
#6
John..I'll re-write the short version for you.
Let's try and save you money..
I'm guessing that ideally you would want the following..
to extract the dae animation data into DSQ files to be used with the DTS models you have. Sadly T3D doesn't have full interoperability for the formats it uses..it would make too much sense, right ? In a perfect world..the shape editor would be able to export DSQ files from DAE data.
Here's what we can do;
If you can send me 1 of the DTS files and one of the collada files with the animation data, I will make a short video; open the collada file in max and use that to export the animation as dsq using Doit! 2.0.1 to make it easier.(since you have a license)
- I have Doit! 2.0.1 on verge of release, so I will use Doit! and Max in the video to make it as easy as possible for you to process this stuff on your own if possible(read next paragraph for why I say it that way).
- Doit! now has an animation helper panel; 1.set frame numbers, 2.add a name, 3.click add,4.export dsq. It really speeds up the process of mass exporting..plus there is max-gui frame control over the sequence|| dummies.
- Ok, so you have Max,7 8 or 9. I assume that anyhow.
Collada variants from the last several years are a HUGE PAIN IN THE HUGE ARSE! ..never believe different! ;)
YOu can grab colladamax from my backup location here(ColladaMax_FREE_3.05C.exe) and see if your Maxversion is supported. The installer checks your Maxversion.
>> ColladaMax is an early version of Opencollada, which is the artist favored version for Collada used with Max and T3D. ..the Autodesk DAE version is not ideal and the FBX/DAE sdk in your Max version is probably useless for T3D rigs and most other things(an educated guess).
Email me one of your DTS files and a dae containing an animation you want to use with that DTS(or one I can use as an example for demonstration).
Remember to include your Max version.
05/06/2011 (2:21 am)
I made a really long helpful post but the GG site ate it during the 2 hour, nightly temper tantrum. ::sighs:: John..I'll re-write the short version for you.
Let's try and save you money..
I'm guessing that ideally you would want the following..
to extract the dae animation data into DSQ files to be used with the DTS models you have. Sadly T3D doesn't have full interoperability for the formats it uses..it would make too much sense, right ? In a perfect world..the shape editor would be able to export DSQ files from DAE data.
Here's what we can do;
If you can send me 1 of the DTS files and one of the collada files with the animation data, I will make a short video; open the collada file in max and use that to export the animation as dsq using Doit! 2.0.1 to make it easier.(since you have a license)
- I have Doit! 2.0.1 on verge of release, so I will use Doit! and Max in the video to make it as easy as possible for you to process this stuff on your own if possible(read next paragraph for why I say it that way).
- Doit! now has an animation helper panel; 1.set frame numbers, 2.add a name, 3.click add,4.export dsq. It really speeds up the process of mass exporting..plus there is max-gui frame control over the sequence|| dummies.
- Ok, so you have Max,7 8 or 9. I assume that anyhow.
Collada variants from the last several years are a HUGE PAIN IN THE HUGE ARSE! ..never believe different! ;)
YOu can grab colladamax from my backup location here(ColladaMax_FREE_3.05C.exe) and see if your Maxversion is supported. The installer checks your Maxversion.
>> ColladaMax is an early version of Opencollada, which is the artist favored version for Collada used with Max and T3D. ..the Autodesk DAE version is not ideal and the FBX/DAE sdk in your Max version is probably useless for T3D rigs and most other things(an educated guess).
Email me one of your DTS files and a dae containing an animation you want to use with that DTS(or one I can use as an example for demonstration).
Remember to include your Max version.
#7
Thanks for the help everyone, it seems I just went down the wrong path with the Torque format to begin with. Should have exported them into the 3DS Max format day one from Evolver.
05/06/2011 (12:43 pm)
After further review, since all my characters have the same skeleton, it will be cheaper for me to hire someone with animation skills to just create the 2-3 new DSQ format animations I need. The skeleton is the same as Gideons. So I believe this will get me to the stage I need to be in to finish this version of the game and release it finally.Thanks for the help everyone, it seems I just went down the wrong path with the Torque format to begin with. Should have exported them into the 3DS Max format day one from Evolver.
Torque Owner Alfio Saitta
Collateral Studios
You can use any program to model and rigging your character. Once have exported in the DAE format, i normally use Animeplee for the animation, and export all the animations individually (always in the dae files).
I never use DTS or DSQ files.
Then maybe, when i have to release my game, i will to use the DTS files automatically generated by the T3D.