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Blender > COLLADA > ???
Old 06-24-2010, 12:59 AM   #1
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Default Blender > COLLADA > ???

So word is out that COLLADA will be the import format for SL meshes.

I want to learn about COLLADA now, and the best way is to work on building things to import somewhere else. Anyone know of any open-source engines that use it?
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Old 06-24-2010, 01:02 AM   #2
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Google turned up some blender plugins but they looked very old.

Does this mean I have to learn how to make things in blender for SL all over again.

Just figured out how to get the thing to make sculpt meshes.
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Old 06-24-2010, 01:05 AM   #3
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As far as I can tell, COLLADA is now a native export format from Blender. But I won't know how good it is until I can make things to export. I guess Google Earth is the most popular vehicle for that. I was sort of hoping for an open-source game engine.
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Re: Blender > COLLADA > ???
Old 06-24-2010, 01:21 AM   #4
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Default Re: Blender > COLLADA > ???

Quote:
Google turned up some blender plugins but they looked very old.

Does this mean I have to learn how to make things in blender for SL all over again.

Just figured out how to get the thing to make sculpt meshes.
Not shocking. LL has never upgraded the basic avatar mesh as far as I know.
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Old 06-24-2010, 02:23 AM   #5
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Originally Posted by Jorus View Post
Not shocking. LL has never upgraded the basic avatar mesh as far as I know.
And this means, they won't have to. D:
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Old 06-24-2010, 03:26 AM   #6
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Quote:
Originally Posted by Rev Eponym View Post
So word is out that COLLADA will be the import format for SL meshes.

I want to learn about COLLADA now, and the best way is to work on building things to import somewhere else. Anyone know of any open-source engines that use it?
Irrlicht perhaps?

Quote:
Currently supported mesh file formats:

Animated objects:

* B3D files (.b3d, r, skeleton)
* Microsoft DirectX (.x, r) (binary & text, skeleton)
* Milkshape (.ms3d, r, skeleton)
* Quake 3 models (.md3, r, morph)
* Quake 2 models (.md2, r, morph)

Static objects:

* Irrlicht scenes (.irr, r/w)
* Irrlicht static meshes (.irrmesh, r/w)
* 3D Studio meshes (.3ds, r)
* Alias Wavefront Maya (.obj, r/w)
* Lightwave Objects (.lwo, r)
* COLLADA 1.4 (.xml, .dae, r/w)
* OGRE meshes (.mesh, r)
* My3DTools 3 (.my3D, r)
* Pulsar LMTools (.lmts, r)
* Quake 3 levels (.bsp, r)
* DeleD (.dmf, r)
* FSRad oct (.oct, r)
* Cartography shop 4 (.csm, r)
* STL 3D files (.stl, r/w)
* PLY 3D files (.ply, r/w)
http://irrlicht.sourceforge.net/feat...pportedformats

That said, I don't think I understand what you mean by "learning about COLLADA". I could very well be wrong, but I thought it was just one of any number of file-formats for general-purpose meshes (which sculpties aren't of course), and so unless you were going to write importer/exporter code yourself the details of that particular file-format were not important.
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Old 06-24-2010, 03:33 AM   #7
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Pina colada in a blender?



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Old 06-24-2010, 05:48 PM   #8
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Quote:
Originally Posted by Cale Vinson View Post
Irrlicht perhaps?



http://irrlicht.sourceforge.net/feat...pportedformats

That said, I don't think I understand what you mean by "learning about COLLADA". I could very well be wrong, but I thought it was just one of any number of file-formats for general-purpose meshes (which sculpties aren't of course), and so unless you were going to write importer/exporter code yourself the details of that particular file-format were not important.
Thanks, Cale, Irrlicht was something I saw when looking for info about it. I know that COLLADA is an exchange format, but every format has its idiosyncrasies, and I just want to approach the learning curve from a steep angle.
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Old 06-24-2010, 11:20 PM   #9
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