Difference between revisions of "Collada - Modo"

From Horde3D Wiki
Jump to: navigation, search
m
Line 11: Line 11:
  
  
−
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'''.  
+
For exporting from Modo make sure your mesh is collapsed and triangulated (and all patches/splines etc are frozen). UV maps/channels must named UV01, UV02, UV03 and so on to be exported.
  
−
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" />'''
+
You will need to setup your Lightwave I/O content directory from preferences, the output path will be the location your new DAE files will be saved. Make sure your mesh layer is selected, using F6 browse & execute '''collada_exporter_horde.lua'''.
  
 +
After exporting at the moment you will need to edit and manually add the texture tags to your material files - '''<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.
+
'''Export Scale'''
 +
 
 +
Your model size is defined using Game Units ratio found in Modo's preferences. If your using more than one art package (for example 3D Sutido Max) I would recommend setting both to a Game Unit of 1 per meter.
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
----
 +
 
 +
As of 17th of July 2008 to date this is best working Collada exporter ive found for Modo that outputs suitable tags to function with Horde's Geo importer.

Revision as of 13:25, 17 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


For exporting from Modo make sure your mesh is collapsed and triangulated (and all patches/splines etc are frozen). UV maps/channels must named UV01, UV02, UV03 and so on to be exported.


You will need to setup your Lightwave I/O content directory from preferences, the output path will be the location your new DAE files will be saved. Make sure your mesh layer is selected, using F6 browse & execute collada_exporter_horde.lua.

After exporting at the moment you will need to edit and manually add the texture tags to your material files - <TexUnit unit="0" map="wood01.png" />


Export Scale

Your model size is defined using Game Units ratio found in Modo's preferences. If your using more than one art package (for example 3D Sutido Max) I would recommend setting both to a Game Unit of 1 per meter.







As of 17th of July 2008 to date this is best working Collada exporter ive found for Modo that outputs suitable tags to function with Horde's Geo importer.