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Collada Import from Spore?

by George Dol · in Collada Test · 08/10/2009 (9:37 pm) · 8 replies

Has anyone tried pulling in a model exported from Spore?
(FYI Sporte patch 5 allows the export of a creature in collada format. it even exports normal, specular and diffuse light maps)

Instructions on how to export a model from spore (and pull it into blender) can be found here http://forum.spore.com/jforum/posts/list/38779.page

The collada file exported from spore is supposed to even contain bones, but I have yet to verify that.

If someone wants a bunch of collada models from spore to test, I've got a bunch...

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#1
08/10/2009 (9:43 pm)
If you send me some of your spore creations, i'd like to import them into Torque 3D.

Just zip em and send em to me at kenh AT garagegames DOT com
#2
08/11/2009 (12:57 am)
I would also be very interested to have some spore collada models for testing.
#3
08/11/2009 (1:56 am)
Sounds interesting to me as well.

#4
08/11/2009 (1:04 pm)
Chirs, Michael, send me your email addresses to george_d at comcast dot net
#5
08/12/2009 (10:15 pm)
For those following this thread, Spore collada models can be imported into T3D! A small change is needed to prevent a crash due to the models missing the <bind_shape_matrix> element.

In ColladaAppMesh::lookupSkinData in colladaAppMesh.cpp, just edit the bind shape matrix access to look like this:

// Get the bind shape matrix
   MatrixF bindShapeMatrix(true);
   if (skin->getBind_shape_matrix())
      bindShapeMatrix = vecToMatrixF<domMatrix>(skin->getBind_shape_matrix()->getValue());
   bindShapeMatrix.mul(invObjOffset);

The next build of T3D will have this change in place, as well as automatically writing normal and specular maps to materials.cs.
#6
08/12/2009 (11:33 pm)
Just a question about exporting a creature from Spore into torque 3D...can we use these models in a commercial product (like as in, use them in a game we make and then sell...coz technically, we have made the model)

From Max
#7
08/13/2009 (9:50 am)
Going over the EULA from spore that pops up when you export your first model, it appears the exported model can not be directly used in a commercial application.

Chris:
Regarding the lack of bind_shape_matrix, would you consider that a bug in the spore exporter? If so, If you can point me to the section in the collada spec, or some information on what is expected in <bind_shape_matrix>, I can pop over to the spore forum and post a bug report

#8
08/13/2009 (3:21 pm)
Hi George => it's not a problem in the Spore exporter, but an oversight in the T3D collada loader. According to the collada spec, the <bind_shape_matrix> is optional, it's just that I had never encountered a skinned model that didn't specify one before so hadn't added an explicit check for it.