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PostPosted: 27.04.2009, 14:21 
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I'm trying to load a character from 3dsmax but the faces are all wrong.

Quote:
$ ColladaConv.exe cura.dae
Horde3D Collada Converter
Version 1.0.0 Beta3
Parsing collada file cura.dae...
Done.
Converting data for model cura...
Removed 2898 degenerated triangles from mesh cura *what this means?*
Warning: Geometry has zero-length basis vectors
Maybe two faces point in opposite directions and share same vertices
Optimized geometry for vertex cache: from ATVR 1.450 to ATVR 1.327
Done.
Writing geometry...
Done.
Writing materials...
Done.
Writing animation...
Done.

Finished conversion.


With -noopt option the result doesn't change.

Are there any tips on how to export 3dsmax characters?


Last edited by samsaga2 on 08.05.2009, 07:41, edited 1 time in total.

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PostPosted: 28.04.2009, 00:55 
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Degenerated triangle means that the three vertices do not define a real triangle: the shape is just a line or a single point. Do you use very small coordinates for your model?


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PostPosted: 28.04.2009, 07:54 
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It's a big model. I have the same problem with other meshes.

http://rapidshare.com/files/226620058/cura2.zip.html


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PostPosted: 28.04.2009, 23:56 
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Thanks, could you please also provide the Collada export? However, I am on a business trip right now so I won't be able to take a look at the model before next week.


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PostPosted: 29.04.2009, 11:34 
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The collada file:
http://rapidshare.com/files/227064513/cura.dae.html

Thanks in advance.


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PostPosted: 29.04.2009, 12:10 
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marciano wrote:
Degenerated triangle means that the three vertices do not define a real triangle: the shape is just a line or a single point.
Actually, the 'degenerate triangles' message is what the converter spits out whenever it doesn't understand the geometry - usually because it hasn't been triangulated yet...

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PostPosted: 29.04.2009, 15:50 
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It isn't a problem with quads or triangles.

If I import the mesh in blender, remove doubles (it has a lot of duplicated vertices) and then export to horde3d all it's ok. The mesh seems to be wrong. But if I uncheck optimize in colladaconv... why it continues being wrong?


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PostPosted: 01.05.2009, 15:22 
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The Collada file contains polygon tags which are only supported since Beta3. You talked about "uncheck optimize". Does that mean you use the Horde Editor? Because it is still Beta2 and so its ColladaConv would not support the polygon tags. In any case you should make sure that you select the triangulation option in the Max Collada exporter.


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PostPosted: 01.05.2009, 16:53 
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I'm using ColladaConv utility from Beta3 and the triangulate option it's checked in the Max Collada exporter. If I export to 3ds, import it in blender and then export to Collada from Blender seems to work.

marciano wrote:
The Collada file contains polygon tags which are only supported since Beta3. You talked about "uncheck optimize". Does that mean you use the Horde Editor? Because it is still Beta2 and so its ColladaConv would not support the polygon tags. In any case you should make sure that you select the triangulation option in the Max Collada exporter.


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PostPosted: 06.05.2009, 07:52 
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I had a look at the file now and found the problem: All the floating point numbers use commas instead of dots as point symbol. Since I am from Germany, I had a similar problem before with the FBX converter and solved it by changing my Windows format settings.

However, I'm not sure if commas are allowed by the COLLADA standard and if we need to support them.


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PostPosted: 06.05.2009, 08:02 
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Great. Thanks for your help.
It would be nice add that at the documentation.

marciano wrote:
I had a look at the file now and found the problem: All the floating point numbers use commas instead of dots as point symbol. Since I am from Germany, I had a similar problem before with the FBX converter and solved it by changing my Windows format settings.

However, I'm not sure if commas are allowed by the COLLADA standard and if we need to support them.


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