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12045 Posts in 1593 Topics- by 594 Members - Latest Member: Rooreplarie

25. May 2013, 10:10:15 am
Xith3D CommunityXith3D InternalsDeveloper discussion (Moderators: Marvin Fröhlich, 'n ddrylliog)Good Old COLLADA....
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Marvin Fröhlich
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« Reply #30 on: 03. June 2008, 11:34:05 am »

Well, usually, I'd answer RTFM (here, it's rather the f*cking specs), but for COLLADA, your mileage may vary since implementations all have they very own personality.

So.. my advice is simply to reverse-engineer. Make several test models under Blender with particular hierarchy of bones, and different anims, you'll soon figure out how bones are indexed. Isn't it possible ?

As I wrote, this is not the problem anymore. The remaining problem is, that I don't have any idea, how to apply the bones' transformations to the vertices.

You can see in the loader code, that I temporarily moved back to matrices (you used quaternions). I wanted to avoid errors, since the file format, the specs, xith and openGL all use matrices. (I read the specs Wink). Unfortunately the specs use wrong or at least strange matrix terms. When the matrix way finally works, we can move to quaternions again.

Marvin
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'n ddrylliog
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« Reply #31 on: 28. June 2008, 03:36:10 am »

Hm. Yeah. Now that reminds me I had the same problem, back then. Which is kinda why I got stuck in the first place, haha. (memories, hmm).

So I guess we'll have to base further work on.. a working collada implementation rather than fuzzy specs.

Anyhow, guys as you've noticed I'm still alive. Bad news : I've been dumped (so yeah I'm single, big news for girls out there). Good news : I've been dumped, so I have wayy more free time. And oh, I'm on holidays too. For quite a while. And it looks like I have the results to enter the EPFL next year, so ... go computer science =) I'll sure push Xith3D there and use it my projects. And then again I'll surely get a chance to get back into active development. Looks like Xith could use some additional steam here and there =) Don't you think ?

Oh and btw, I am really, really sorry to be off-topic again and again but anyway, it's a test to check if people actually read my (rare) posts or not =).
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Marvin Fröhlich
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« Reply #32 on: 28. June 2008, 01:13:02 pm »

Hi Amos. Welcome back Smiley.

So I guess we'll have to base further work on.. a working collada implementation rather than fuzzy specs.

Oh, that would be awesome.

And it looks like I have the results to enter the EPFL next year, so ... go computer science =) I'll sure push Xith3D there and use it my projects. And then again I'll surely get a chance to get back into active development. Looks like Xith could use some additional steam here and there =) Don't you think ?

Cool, man and good luck.

Marvin
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'n ddrylliog
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« Reply #33 on: 30. June 2008, 03:51:19 pm »

Gentlemen if you will excuse me for a minute : *RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH* damn blender developers.

Which is another way of saying that, yes, *AGAIN*, the COLLADA Blender exporter is broken.. which makes it difficult/impossible for me to make progress on the COLLADA loader, and anyway, a much less interesting alternative for a good 3D model file format.

And again, another point is that.. COLLADA was meant as an "intermediate" format, not as a game engine format. So maybe we've been going the wrong way with COLLADA... maybe another format would be adequate ? Or creating our own file format ?

Anyone, ideas ? Come on, wake up.
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Mathias 'cylab' Henze
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« Reply #34 on: 30. June 2008, 04:40:38 pm »

Maybe the UNREAL format would be an option: http://udn.epicgames.com/Two/BinaryFormatSpecifications.html But the problem remains - someone has to implement it  Shocked
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Marvin Fröhlich
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« Reply #35 on: 30. June 2008, 05:53:17 pm »

What about the Cal3D format? It supports bone animation (doesn't it?) and the Blender exporter seems to work. We would just have to clean it up a little.

Marvin
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