Difference between revisions of "Collada - Modo"

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(New page: 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 ...)
 
 
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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).
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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 written by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&show=Collada%20exporter).
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----
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'''As of 11th January 2009 Modo-DAE models should be fully supported by the latest ColladaConv from svn.'''
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----
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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.
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'''Modified Download:'''
 
'''Modified Download:'''
 
http://horde3d.org/forums/download/file.php?id=35
 
http://horde3d.org/forums/download/file.php?id=35
  
'''Forum Thread:'''
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'''Horde3d Forum Thread:'''
 
http://horde3d.org/forums/viewtopic.php?f=2&t=370&p=1815#p1815
 
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'''.
 
  
Majority of the other features remain untested at this stage, other Collada exports tend to use incorrect or incompatible tags for Horde.
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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.
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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'''.
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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" />'''
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'''Export Scale'''
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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.

Latest revision as of 17:50, 11 January 2009

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 written by Richard Rodriguez and Zoltan Erdokovy (http://forums.luxology.com/discussion/topic.aspx?id=22048&show=Collada%20exporter).



As of 11th January 2009 Modo-DAE models should be fully supported by the latest ColladaConv from svn.



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.



Modified Download: http://horde3d.org/forums/download/file.php?id=35

Horde3d 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.