Difference between revisions of "Modo 401"

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(Added list of known issues as of build 32348.)
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===Known Issues as of Build 32348===
 
===Known Issues as of Build 32348===
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Sorted roughly by priority:
 
* VS2010 project and solution files. (Checked in, but not integrated.)
 
* VS2010 project and solution files. (Checked in, but not integrated.)
 
* Progress bar on scene load (scene saver already has one).
 
* Progress bar on scene load (scene saver already has one).

Revision as of 01:30, 18 August 2009

Product information

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This article is part of the COLLADA products directory
Adding to the list of products

modo 401 is a Digital Content Creation tool from Luxology. It has COLLADA support through the modo COLLADA plug-in.

Extensions

modo COLLADA 401 SP1 build 32348 has been released

14 August 2009

Package Name: modo COLLADA 401 SP1 build 32348

Release: Build 32348

Release notes: modoCOLLADA_32348.pdf

Known Issues as of Build 32348

Sorted roughly by priority:

  • VS2010 project and solution files. (Checked in, but not integrated.)
  • Progress bar on scene load (scene saver already has one).
  • Profile defs should sit in separate .h and .cpp files for each third-party vendor.
  • PolyRender channel I/O.
  • Fix remaining usages of "io" class variable.
  • Add user value to export cfg for modo COLLADA build number in asset tag.
  • Item tags.
  • Polygon part tags.
  • Arbitrary polygon tags.
  • Add "item_name" to modo profile, for unfiltered name I/O.
  • Need full envelope I/O for render, materials, cameras, lights, and meshes.
  • Package API for target channels (lights and cameras).
  • User channel saving and loading. (Needs more user channel APIs?)
  • Group list saving and loading. (Needs packages API?)
  • modo profile sub-type for locator vs group locator.
  • Fix distant relative image file path I/O.
  • If all transform axis keyframes have values at common times across all axes, then output scale, rotate, and translate animation channel elements as triplets instead of per-axis values.
  • Handle combined-triplet channel transforms on import as well.
  • Matrix animation subscript indexing (see sample 3ds Max files)
  • Load skin controllers. (Test with Spore models.)
  • Import up-axis.
  • Import units.
  • Triangulate scene saver option.

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