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DarkBASIC Professional Discussion / Wanted! DirectX to Collada Code

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Roxas
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Posted: 2nd Apr 2008 19:07
Wow it carries physics too? And since its xml i think you can put any data you want.. Thats nice

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LeeBamber
TGC Lead Developer
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Posted: 7th Apr 2008 01:12
I am sure there are as many COLLADA variations as there are peddles on the beach. Our hope is to find one that works well between MAX, MAYA and XSI. That is, you could import and export a COLLADA file between these three all day long and still retain the basic ingredients to animate a textured character in DBPro

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Roxas
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Posted: 7th Apr 2008 15:41
http://www.feelingsoftware.com/content/view/65/79

Thats ColladaMAX plugin if that helps

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bjadams
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Posted: 9th Apr 2008 11:32
I agree, FilmBox is the way to go as all the biggest 3d packages are already supporting it, so it seems to be the new industry standard. But having Collada too would be nice for backward compatability
Roxas
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Posted: 12th Apr 2008 15:41
Any news on this? The collada format would help me on developing Flare Engine. Since this is FFX models orginal form, and i get model animations smooth and accurate just as in FFX

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LeeBamber
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Posted: 16th Apr 2008 23:30
I have received nothing I can use as yet, so the gates are wide open if someone wants to have a go. Mike is also hot on the heals of new model formats, so this opportunity has a time limit I think DBO to FBX is a good choice (and vice versa), as this would provide compatibility with the three main power-modellers out there (that is, the most expensive modellers out there). My email address if you have produced anything demo-able is [email protected]

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
jinzai
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Posted: 17th Apr 2008 06:06
3DCanvasPro exports COLLADA now. As you said, they are the three most expensive ones, and most of the lower cost and free packages lean towards COLLADA, or support both. I'll go ahead and stick with COLLADA, since I don't have a choice.

I just now got 3DCanvasPro working. I lacked that side until now. I've got the geometry, textures and info, cameras and lights done for DBO/COLLADA, but I needed to be able to get the scene information, and also the animations in DBO/COLLADA are not done. The COLLADA/DBO is really the longer path because COLLADA is a very broad topic with little documentation. Now that I have control over the generation of COLLADA models, I can write that side much quicker.
JulesD
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Posted: 17th Apr 2008 08:54 Edited at: 3rd May 2008 04:01
I have Carrara 6 and it supports FBX, I hope that I'll be able to export from Carrara 6 to and load it in DarkBasicPro with no problems, it seems that many times there are different version for different softwares and that get's annoying.

For instance I might Export from 3D Studio Max in FBX format and it will load properly in DarkBasicPro, then Export from Carrara in FBX format and it will not load properly in DarkBasicPro. Please if there is a FBX format let it work with Carrara's FBX and have as many features possible in FBX. I'm dreaming again.LOL

More formats is a big plus for DarkBasicPro, now if only procedural shaders were added to the shader system of DarkBasicPro.
bjadams
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Posted: 17th Apr 2008 09:42
you can convert FBX to native directx .X format with Deep Exploration and keep all object detils & animations.

.X format does not seem to support camera movement so I couldn't get that working
Roxas
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Posted: 17th Apr 2008 17:47
Hey Lee,

Could you add command to disable the camera making image when using first command "Set Camera To Image"?

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Mistrel
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Posted: 17th Apr 2008 22:16
Quote: ".X format does not seem to support camera movement so I couldn't get that working"


Link an object to your camera and use that instead.

http://3dfolio.com
bjadams
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Posted: 18th Apr 2008 12:44
yes that's the workaround i managed to find thanks to this forum. thanks a lot.
LeeBamber
TGC Lead Developer
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Posted: 18th Apr 2008 21:43
@jinzai - If you need help understanding the DBO animation requirements, let me know by email and I might be able to send you some code so you can see how the data is stored.

@JulesD - Have you created the FBX to DBPro conversion, or are you just talking about the possibility?

I am keen to see any work in progress of anyone who has taken a DBO from DBPro and converted it into FBX or COLLADA format, even if it is just a static mesh. We can wotk out the details together

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Roxas
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Posted: 19th Apr 2008 00:20
Quote: "Hey Lee,

Could you add command to disable the camera making image when using first command "Set Camera To Image"?"


I guess that means no

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JulesD
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Posted: 21st Apr 2008 07:40 Edited at: 21st Apr 2008 07:53
Just talking about the possibility, I have no experience with C++.
Although I do have a book on C++ with like 1000 pages. And would like to learn it some time. But I've already put money into DarkBasic so I will continue on with it
Tri Alliance
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Posted: 22nd Jul 2008 04:39 Edited at: 22nd Jul 2008 04:43
Take a good look at these sites:
http://www.okino.com/conv/conv.htm?0 - this site has a converter for Maya, XSI, 3ds Max and more.

http://web.axelero.hu/karpo/ - this site offers software that converts geometry to and from over 500 formats, some with skining and animation, some without it.

I also have attached an image of a link that was on this site (in this thread). I went to the site and just by some strange conicidence, it had a converter called PolyTrans (For Maya, 3ds Max, and XSI as separate plugins), plus it converts geometry, skinning, bones animation, .bvh motion capture, to and from DirectX, and a bunch of other formats (I believe there was FBX, Collada, and many more). See the link called "okino", that's where I heard about this converter. The other converter looks great too, but I couldn't find collada on the list of supported formats.

Happy to help!

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Diggsey
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Posted: 12th Aug 2008 00:05
I don't get why all these file formats have to be so complicated They're always stored in a way that makes it as difficult as possible to allocate memory at the start, and have so many possible variations that you almost have to code for a specific exporter!
(Especially .X since I recently wrote an importer for that)

Why doesn't someone just make a simple binary format with no possible variations, and using a free, open source compression algorithm. It would be so much easier...

[b]Yuor signutare was aresed by a deslyxic mud...
BOX2D V2 HAS HELP FILES! AND A WIKI!
Roxas
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Posted: 12th Aug 2008 17:33
And faster propaply.

Tri Alliance
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Posted: 13th Aug 2008 06:12 Edited at: 13th Aug 2008 06:13
@Lee - Did you look at the links I provided?
Here is one of them again:
http://www.okino.com/conv/conv.htm?0 - this site has a converter for Maya, XSI, 3ds Max and more. I believe there was .FBX, Collada, .obj, and definately .X support (I think I saw that this convertor can export and import those formats... and more. Most of the formats support animated (skinned) models I think, and they probably all support textures in most formats. It's pricey but totally worth it (seemingly)!)

If you could email them, ask for the source code, and maybe they will let you have the code or have their products for a special deal since you are a big part of TGC company.
Mistrel
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Posted: 20th Nov 2008 15:56
With the acquisition of Softimage, Autodesk is sure to push FBX as the cross-package 3D format.

I really believe that this format is the way to go.

Alquerian
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Posted: 14th Dec 2008 19:11
And now for some nostalgic Collada banter:

http://forum.thegamecreators.com/?m=forum_view&t=91935&b=1

Bear in mind that my feelings have not changed from this thread posting I made 2 years ago, however FBX would be nice to implement as well.

A note is that either FBX or Collada would be quite slow for loading and parsing, and would primarily be ideal for editors where load times are less of a concern.

One day you will fight the fine fight.
Mistrel
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Posted: 14th Dec 2008 22:32
I think the point would be to import the data into DBP. Files should be converted to .dbo for speed.

Alquerian
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Posted: 14th Dec 2008 23:50
Quote: "I think the point would be to import the data into DBP. Files should be converted to .dbo for speed."

My thoughts precisely.

One day you will fight the fine fight.

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