Horde3D

Next-Generation Graphics Engine
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PostPosted: 16.11.2008, 12:04 
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Joined: 26.03.2008, 02:58
Posts: 160
I'm going over colladaconv code, so if you have any test models, pls send attachment to the forum.

I think it would be a good idea to have a group of models that can be tested, something like a collada converter compatibility suite, basic model, complex model, animated model, but not very formal.

What DCC tools do we want to support?

    Blender
    3DS
    Maya
    SoftimageXSI
    Modo

I think this is a good set of tools, that we should support seamlessly in ColladaConv, I also wish the ColladaConv code had more comments. XML parsing is really boring code to look at.


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PostPosted: 16.11.2008, 12:25 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
First of all thanks for your efforts. I think for open source users Blender is the most important modelling tool, while more professional or commercial users may have a need for 3Ds Max and Maya support. I recently created a new directory in the Community Branch, next to the tags, trunk and branches directory there is now an assets directory. I think it would be great if we could create some repository directory for the editor. The Horde3D directory within the assets directory can be used for that. The Raw directory can be used for the original Blender, Maya, 3Ds Max, etc. files.
Maybe we should put all those models that will be released in future into separate subdirectories, e.g. assets/Horde3D/models/PugsPlayground/playground.scene.xml. Concerning the license I guess all those models should be distributed under the creative commons license.


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PostPosted: 11.01.2009, 18:00 
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Engine Developer

Joined: 10.09.2006, 15:52
Posts: 1217
Polygon tags are supported now by ColladaConv. Non-triangulated data should work fine as long as the polygons are convex.

Thanks again to phoenix64 for providing a sample implementation.


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