Hello,

I have a strange problem with my 3d models made from Maya 2012.
The .dae file exported with dae_fbx plugin shows no problem as the screenshot:

(please copy and paste the image link ->) s18.postimg.org/scivflqt5/Screen_Shot_2014_02_12_at_4_42_49_PM.png

But when I convert it into .pod using the PVRGeoPODGUI, the result viewed from either PVRShamanGUI or Cocos3D looks like the following:

(please copy and paste the image link ->) s3.postimg.org/sr03hmwlf/Screen_Shot_2014_02_12_at_4_42_32_PM.png

Some people might say I have to tweak my settings, but what makes it strange is that there is no problem when the same 3d model is exported from Maya 2011 into .dae using dae_fbx plugin and then converted to .pod using PVRGeoPODGUI.

I'm guessing the two different versions of Maya is causing the different in the results, but I don't understand why the .dae file shows correct model while .pod wipes out all the texture and/or material.. so I was wondering if there would be any way to resolve this by changing my conversion settings. The below image is the setting values I used to convert my 3d models:

  • Export Options:
    [**]Export geometry
  • Materials:
    [**]Export materials
  • Animation:
    [**]Export animation
    [**]Indexed
  • Coordinate System:
    [**]OPenGL
  • Geometry Options:
    [**]Normals
    [**]Mapping channels
    [**]Interleave vectors
    [**]Align vertex data (to 32 bit)
  • Skin:
    [**]Export skinning data
    [**]Matrix palette size: 9
  • Primitive Type:
    [**]Triangle list
    [**]Indexed
  • Triangle Sort:
    [**]None
  • Vertex vector formats:
    [**]Vector Type a0 a1 a2 a3
    [**]Position float a0 a1 a2
    [**]Normal float a0 a1 a2
    [**]Bone indices unsigned byte a0 a1 a2 a3
    [**]Bone weight float a0 a1 a2 a3
    [**]UVW0 float a0 a1



The problem is the same with any 3d model I create/import in my Maya 2012.

Please help me on this issue if any of you had similar problem.

Thank you