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...
(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...
#2
08/11/2009 (12:57 am)
I would also be very interested to have some spore collada models for testing.
#4
08/11/2009 (1:04 pm)
Chirs, Michael, send me your email addresses to george_d at comcast dot net
#5
In ColladaAppMesh::lookupSkinData in colladaAppMesh.cpp, just edit the bind shape matrix access to look like this:
The next build of T3D will have this change in place, as well as automatically writing normal and specular maps to materials.cs.
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
From Max
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
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
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.
Torque 3D Owner Kenneth Holst
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