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.