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Blender Collada

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Blender Collada // Bugs

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Post by Asem // Sep 19, 2007, 6:55pm

Asem
Total Posts: 255
Trying to import ts collada file from ts to blender and it didn't work but I wanted to see if I could get it to work so I opened up the test.dae file I created and went to see was wrong (wasn't blenders python scripts I made sure).

After about 5 hours into it I was finding out that python was saying something about how the file was constructed particularly the joint set up.

I found that Caligari has an array that holds all the joint values or groups value like Joint_2_6 and Joint_2 (wasn't really sure because it looked like both) and found that they didn't have all the joints listed in the array and it seemed like it wouldn't just let me add one (not sure yet haven't completely tried)

Since it didn't let me just add into the array I took from the list and reassigned the bones to test if it would work and YES it does.

I got crazy bob into blender with bones,geometry/normals (tried animation but seems like not yet).

The problem can be seen on line #95 whole column. Fix for ts7.6 if possible.

test.dae (only) can be loaded into blender.

Post by Jack Edwards // Sep 19, 2007, 6:57pm

Jack Edwards
Total Posts: 4062
pic
Thanks Asem. Forwarding it on to the Devs.

Post by tomasb // Sep 19, 2007, 9:03pm

tomasb
Total Posts: 261
it seems that blender's collada import does not support skeleton with proxy joints (joints not used for skinning).


in collalda, you define skinning and skeleton separately. skin is defined like array joint, bind matrix, weight... but because you want to save space you create arrays of bind matrices and joint names (the list you was not able to modify). Skinning is separate from skeleton so you can have one skin for many skeletons, the only requirement is that joint names match so you can get joint matrices... then skeleton is nothing more than hierarchy of objects... you bind skin to skeleton using <instance_controller url="..skin"> where you provide which skin goes to which skeleton.

Post by Asem // Sep 20, 2007, 12:28am

Asem
Total Posts: 255
It may though because weirdly enough I was able to import the whole skeleton (only) into blender no problem and from the array it was missing 4 joints that were not included that I thought should have automatically been part of the list. Unless the proxy by Joints doesn't necessarily have to have all joints there in the array?

I saw that the few joints belong to a group Joint_1_ then the Joint was assigned to that group like this Joint_1_1.

In the array it had count=19 { Joint_1_ Joint_1_10 Joint_3_ Joint_3_11 .... }


I'm just curious about the Joint's specified but not included in the list like

something like this
<node>
Joint_3_23
translate ----
rotate -----

was not included in the array though ts defined/exported it while everything else except 4 Joints not included in the array. wouldn't it had been in that array? by the looks on how the ts dae file was setup?

Just trying to be sure Tom.

Post by tomasb // Sep 20, 2007, 1:25am

tomasb
Total Posts: 261
there is a difference between skin definition and skeleton... so it is not required to have all joints defined in skin. for example you can have more detailed skeleton and use lower detail skin (for example if you have 2 meshes attached to 1 skin then you don't need to attach both objects to all bones..).


joint names are generated as (node_name)_(joint_index). Because node names are from hierarchy and this way it allows we get original names preserved... this means thatn joint_1_x and joint_1_y are not related; they are just some nodes inside different encapsulators and have names joint, 1 ...

For the first occurance, _x is not added because there is no name conflict..


you can add joints to array by updating "accessor count=" too for both bind matrices and idref array and add there joints that are present in skeleton and not in skin...
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