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'''.  
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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.
  
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" />'''
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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" />'''
  
  
Majority of the other features remain untested at this stage, other Collada exports tend to use incorrect or incompatible tags for the Horde Converter.
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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.
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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.

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.