Game Development Community

SOLVED - Torque Collada Test 1.0 - Bug - Scene Hierarchy and Skinned Meshes

by Matt Ostgard · in Collada Test · 02/19/2009 (10:00 am) · 5 replies

There seems to be an inconsistency with DTS and DAE scene hierarchy when it comes to skinned meshes. DTS will expect all skinned meshes to be outside of base01 while DAE needs at least one of the skinned meshes under base01. Exporting to DAE as you would a DTS with skinned meshes will cause a crash on load.

I tried exporting it the way that Collada requires in Maya and Max as DTS. Max wouldn't even allow it (error saying skinned meshes must be outside of base01).. Maya did, but in showtool showed a duplicate mesh (2 meshes named the same thing, because I had detail levels outside the hierarchy).

I'm not sure what kind of trouble this can cause yet, aside from just being annoying and messy... but could possibly be very problematic later.

I uploaded some example files: www.box.net/shared/static/mfs2rhs06y.zip
The "dae" and "dts" directories contains example files (in dts and dae) of both scene hierarchies.

WHEN TESTING: Remember to turn off polysoup for skinned meshes! Otherwise it will crash when the player enters the shape's bounds. Through the mission inspector > collision > turn off usePolysoup and allowPlayerStep.

About the author

Working for GarageGames since 2007.. whew :D


#1
02/20/2009 (3:18 pm)
Hi Matt,

So long as I turn off polysoup, I don't get a crash when I load the 'xref_root_CrashDAE.dae' file. Loading this file gives exactly what I would expect => a single skin with 3 detail levels.
#2
02/20/2009 (6:33 pm)
Hahaha... oh man.. you're right.. sorry about that..
I was tired and rushing through the testing.. must have forgotten to retest that one after I figured out polysoup was causing it. probably spawned it too close to me the first couple of times so looked like it was crashing right away.
#3
02/20/2009 (7:14 pm)
It shouldn't crash in that case... it should just ignore the polysoup flag. We need to make sure this gets logged as a bug and fixed in Torque 3D.

Edit: I logged it. ;)
#4
02/20/2009 (10:54 pm)
Looking through what Maya exported, I noticed it's doing some really crazy stuff with the scaling.. everything is getting scaled down by 0.01.. but the the positions (object and vert positions) are multiplied by 100.. so it's completely screwing up the scaling even though all it's trying to do in the end is set it to 1.0

At some point I want to write a script that will run the regular collada exporter, but then automatically clean up goofy scaling stuff like this... unfortunately I don't have the time right now.
#5
02/21/2009 (6:35 am)
Good catch on the Scaling issue....I've found the 31 'flavours' of DAE to be 'wide-ranging', shall I say, lol!

I've not had the crashing issue noted in any of my 'reads', lot's of material/render issues, but not any 'skinned mesh' voodoo, yet. I will add that my time has taken me away from the 'Test', I'm finishing up something and will have some new 'flavors' to look at!