Max 9 x86 SP2, Autodesk dae(fbx exporter 2009.3) & ColladaMax0.8.2
by TheGasMan · in Collada Test · 02/16/2009 (10:55 pm) · 8 replies
***Please join in if you're implementing the same tech info.***
Max 9 x86 SP2
Exporters used:
1. Autodesk DAE(fbx export 2009.3)
2. ColladaMax 0.8.2 [NewCollada DAE]
I plan to post failures, crashes, bugs and achievements.
[Edit: I realized afterward, that this stuff has probably been tried 1000 times...maybe some of it will help someone.]
Max 9 x86 SP2
Exporters used:
1. Autodesk DAE(fbx export 2009.3)
2. ColladaMax 0.8.2 [NewCollada DAE]
I plan to post failures, crashes, bugs and achievements.
[Edit: I realized afterward, that this stuff has probably been tried 1000 times...maybe some of it will help someone.]
About the author
gameartstore.com
Recent Threads
#2
Below you will see an error from the autodesk exporter...the autodesk fbx exporter has always been moody IMO. Obviously I would want to triangulate the model by hand or modifier, prior to export. The Colladamax exporter has worked without visual errors for me thus far.

#1. in max
#2. boombot in game on the model
//I used the model below because it is made of several meshes and they are all 'editable poly'. I exported the scene as a DAE model without the regular dts setup and it worked in-game, without issue. Collision is a different thing.
#1
#2
works great so far !
No need to make items into editable meshes, No reason to rename and embed shapes in the schematic and no need to make an f'n bounds box!
Hell yeah.
02/17/2009 (12:42 am)
Test 2: Export a bedroom model and check for issues...Below you will see an error from the autodesk exporter...the autodesk fbx exporter has always been moody IMO. Obviously I would want to triangulate the model by hand or modifier, prior to export. The Colladamax exporter has worked without visual errors for me thus far.

#1. in max
#2. boombot in game on the model
//I used the model below because it is made of several meshes and they are all 'editable poly'. I exported the scene as a DAE model without the regular dts setup and it worked in-game, without issue. Collision is a different thing.
#1
#2
works great so far !
No need to make items into editable meshes, No reason to rename and embed shapes in the schematic and no need to make an f'n bounds box!
Hell yeah.
#3
NOT a real attempt for a decent export.
This is wild!!!!

Note: I have exported this orc as a dts, without issue, at least 20 times.
..enough test for tonight.
02/17/2009 (1:14 am)
Test 3: Export the player with bones, just to see what it looks like.NOT a real attempt for a decent export.
This is wild!!!!

Note: I have exported this orc as a dts, without issue, at least 20 times.
..enough test for tonight.
#4
Does this mean you had problems with collision with this shape?
Looks like the skin weights are being loaded incorrectly. Any chance you could share the exported DAE file with me?
02/17/2009 (3:38 pm)
Hi eb,Quote:I exported the scene as a DAE model without the regular dts setup and it worked in-game, without issue. Collision is a different thing.
Does this mean you had problems with collision with this shape?
Quote:Test 3: Export the player with bones, just to see what it looks like.
NOT a real attempt for a decent export.
This is wild!!!!
Looks like the skin weights are being loaded incorrectly. Any chance you could share the exported DAE file with me?
#5
//col note
My statement on collision was a bit short, sorry. I have several ideas to test. Polysoup is not perfect for all situations...sometimes you need simple geometrical collision that conforms to the model mesh, not bounds box col. I have read the docs and I am sure there is a way to complete this idea but the docs are simply lacking on this topic.
[ TSShapeConstructor Specification.html#Example_1:_Adding_a_Collision_Mesh_To_an_Existing_Shape ]
Anyways, you can ignore this point of my thread if you want...I have several things to test and I will post some results when I have the time to do so. ;)
// dae models
I have too many orcs in my folders to know which files are in the above screenshots. So, I exported 2 more for you to look over. The Colladamax exported file appears 100% the same while the Autodesk exported file changes per export.
www.ericrbarth.com/uploadpanel/view/dae_files0001.zip
Enjoy!
02/17/2009 (4:40 pm)
Hello Chris, //col note
My statement on collision was a bit short, sorry. I have several ideas to test. Polysoup is not perfect for all situations...sometimes you need simple geometrical collision that conforms to the model mesh, not bounds box col. I have read the docs and I am sure there is a way to complete this idea but the docs are simply lacking on this topic.
[ TSShapeConstructor Specification.html#Example_1:_Adding_a_Collision_Mesh_To_an_Existing_Shape ]
Anyways, you can ignore this point of my thread if you want...I have several things to test and I will post some results when I have the time to do so. ;)
// dae models
I have too many orcs in my folders to know which files are in the above screenshots. So, I exported 2 more for you to look over. The Colladamax exported file appears 100% the same while the Autodesk exported file changes per export.
www.ericrbarth.com/uploadpanel/view/dae_files0001.zip
Enjoy!
#6
There are a few options for collision checking:
1) Polysoup
2) Create a convex mesh or meshes in your scene, then either use the DTS hierarchy to specify them as collision details, OR use TSShapeConstructor to fix them up when the shape is loaded.
3) Use TSShapeConstructor to add (cube only) collision meshes when the shape is loaded.
02/17/2009 (6:38 pm)
Quote:sometimes you need simple geometrical collision that conforms to the model mesh, not bounds box col.
There are a few options for collision checking:
1) Polysoup
2) Create a convex mesh or meshes in your scene, then either use the DTS hierarchy to specify them as collision details, OR use TSShapeConstructor to fix them up when the shape is loaded.
3) Use TSShapeConstructor to add (cube only) collision meshes when the shape is loaded.
#7
Dts hierarchy is slow to setup...polysoup is not ideal for high poly meshes and scripting cols is time consuming.
What I am aiming for is to make an invisible mesh that mimics the general form of the model with a very low poly count, then utilize this as an invisible polysoup collision.
It takes 10 seconds to create/export the mesh and you can't get much simpler tbh...
The blue geometry is exported with an invisible max-material. I set the transforms of the room to the world origin, I then group the other portions of the model together and then set them to use the world origin as well(0,0,0) and then export the parts, seperately. Setting the world origin for the transform allows me to line up the models easily in the game editor.(*EDIT* turns out that the bounds that is created in tgea, has the center point/transform...so make sure your models have similar extents)
..this is all I was getting to...it's a simple idea anyways.
I prefer to do things this way because anything that is dts related in max is so long winded that it is overly time consuming. I always hated making col-1 and collision-1 then col-2 and collision-2 and so on. Of course my idea is not 100% perfect for all occasions, but this is how I roll(like the homies, ya know) :P .
Anyways, I know I babble a bit and shorthand ideas here and there but I am sure you get the point of the post.
P.S. anything interesting on those DAE files ?
02/17/2009 (7:08 pm)
As for Collision...What I am going for is slightly different.Dts hierarchy is slow to setup...polysoup is not ideal for high poly meshes and scripting cols is time consuming.
What I am aiming for is to make an invisible mesh that mimics the general form of the model with a very low poly count, then utilize this as an invisible polysoup collision.
It takes 10 seconds to create/export the mesh and you can't get much simpler tbh...
The blue geometry is exported with an invisible max-material. I set the transforms of the room to the world origin, I then group the other portions of the model together and then set them to use the world origin as well(0,0,0) and then export the parts, seperately. Setting the world origin for the transform allows me to line up the models easily in the game editor.(*EDIT* turns out that the bounds that is created in tgea, has the center point/transform...so make sure your models have similar extents)
..this is all I was getting to...it's a simple idea anyways.I prefer to do things this way because anything that is dts related in max is so long winded that it is overly time consuming. I always hated making col-1 and collision-1 then col-2 and collision-2 and so on. Of course my idea is not 100% perfect for all occasions, but this is how I roll(like the homies, ya know) :P .
Anyways, I know I babble a bit and shorthand ideas here and there but I am sure you get the point of the post.
P.S. anything interesting on those DAE files ?
#8
1. The bind shape matrix for the skin in the AutoDesk export contains invalid floats (1.#QNAN0) in the collada file! No surprise that one looks weird!
2. I've been using Ultimate Unwrap 3D as a 'reference' collada viewer => and both models show up twisted and weird in this app as well as Torque! Not sure yet if that means there is a problem with the ColladaMax model as well, or if both applications are doing something wrong when loading the skinning data.
02/17/2009 (7:45 pm)
Two interesting things so far:1. The bind shape matrix for the skin in the AutoDesk export contains invalid floats (1.#QNAN0) in the collada file! No surprise that one looks weird!
2. I've been using Ultimate Unwrap 3D as a 'reference' collada viewer => and both models show up twisted and weird in this app as well as Torque! Not sure yet if that means there is a problem with the ColladaMax model as well, or if both applications are doing something wrong when loading the skinning data.
Torque Owner TheGasMan
G.A.S. [+others]
I do have to scale the models by 100 for now as the autodesk exporter is ignoring my export-scale-settings and the ColladaMax exporter does not allow scale settings during export. Easy enough to solve though.
So far, much easier than dts setup/export.