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Changes between Initial Version and Version 1 of ColladaExporting


Ignore:
Timestamp:
03/02/07 22:33:45 (18 years ago)
Author:
Philip Taylor
Comment:

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  • ColladaExporting

    v1 v1  
     1''Note: Currently this has only been tested with 3ds Max. Some work may be needed to support other programs.''
     2
     3General usage instructions:
     4 - Download and install !ColladaMax, from [http://www.feelingsoftware.com/ Feeling Software] (registration required) or from [http://wildfiregames.com/~code/libraries/ColladaMax_302.exe our site] (version 3.02). Requires 3ds Max 9, 8, or 7 SP1.
     5 - Open/create a model in Max. If it is a skeletal model, it should have our standard structure and be named Bip01.
     6 - If there is more than one mesh in the scene, you need to indicate which one should be exported:
     7  - Either: select one of the meshes, then do ''File'' -> ''Export Selected'' (and remember to select the right mesh each time you export);
     8  - or open the Properties dialog for one of the meshes, and set the ''User Defined Properties'' to `export`, and then do ''File'' -> ''Export''. The other meshes will still be exported, but ignored when loaded into the game.
     9 - When selecting the filename to export, specify the '''lowercase''' extension `.dae`. The default is uppercase, which won't work.
     10 - Place the file into the game in the same way as you would with PMD or PSA files (in the `meshes` and `animations` directories, respectively).
     11 - Actors can point to the `.dae` file as a mesh or animation, and the game will load them automatically. If there are problems while loading, the game's log file (`mainlog.html`) should say what was going on.
     12
     13Some other notes:
     14 - The animation should be 30fps. The first and last frames of the animation should be identical. The animation should play at the speed you would expect to use in the game.
     15 - Any object attached directly to the skeleton will be treated as a prop point. If you want to add extra objects for testing the animation, link them to the existing prop points instead of to the skeleton.