Difference between revisions of "Collada - Modo"
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To export from Modo to Collada make sure the mesh has been triangulated (and that all patches frozen), & for UV maps to be named as UV01, UV02, UV03.. and so on. You will need to set your Lightwave I/O content directory in Prefs for the output path for the plugin, then using F6 select '''collada_exporter_horde.lua'''. | To export from Modo to Collada make sure the mesh has been triangulated (and that all patches frozen), & for UV maps to be named as UV01, UV02, UV03.. and so on. You will need to set your Lightwave I/O content directory in Prefs for the output path for the plugin, then using F6 select '''collada_exporter_horde.lua'''. | ||
− | Majority of the other features remain untested at this stage, other Collada exports tend to use incorrect or incompatible tags for Horde. | + | After exporting into geo format lastly you will need to manually add the texture tags to the material files, example: |
+ | |||
+ | '''<TexUnit unit="0" map="wood01.png" />''' | ||
+ | |||
+ | Majority of the other features remain untested at this stage, other Collada exports tend to use incorrect or incompatible tags for the Horde Converter. |
Revision as of 12:30, 15 July 2008
To export from Modo 301/302 you will need to use the following exporter (linked below) which is a modified version of an existing exporter originally wrote by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&show=Collada%20exporter).
Modified Download: http://horde3d.org/forums/download/file.php?id=35
Forum Thread: http://horde3d.org/forums/viewtopic.php?f=2&t=370&p=1815#p1815
To export from Modo to Collada make sure the mesh has been triangulated (and that all patches frozen), & for UV maps to be named as UV01, UV02, UV03.. and so on. You will need to set your Lightwave I/O content directory in Prefs for the output path for the plugin, then using F6 select collada_exporter_horde.lua.
After exporting into geo format lastly you will need to manually add the texture tags to the material files, example:
<TexUnit unit="0" map="wood01.png" />
Majority of the other features remain untested at this stage, other Collada exports tend to use incorrect or incompatible tags for the Horde Converter.