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Thread: max collada plugin feedback

  1. #1

    max collada plugin feedback

    I have tried the new release of the Max COLLADA plug-in and it is *still* broken!

    Are you guys at Discreet taking Collada seriously?

    You ask for feedback and yet you seem to ignore it. I fixed some bugs and submitted the changes to the board and direct via a message to one of the moderators of the max collada plugin and heard nothing back. I don't mind if you don't use my code as-is, please re-write it as you need, but please take notice as the code would help many more people.

    I wish I could supply you with the files I am exporting, but I'm not allowed to. I may be able to make some test files however.

    Problems (some of which I provided fixes for):

    1. File contains duplicate ids. The same <image>s , texcood arrays, materials are being output multiple times.
    2. Animation <arrays> are claiming counts of 201, but there is only 1 item of data.
    3. Doesn't export specular maps and bump maps for materials. It ignores the maps assigned to those channels in the materials. I understand this feature is not implemented.
    4. The name attributes of the <texture>and <material> nodes in the collada file have 'crazy' names with hex values in them. Please make them nicer names which are closer to the original names in Max. They don't need to use crazy names, because they don't need to be unique.

    Questions:
    1. In the test results it claims that 'export with baked matrices' passes. I understand that to mean that <transform> elements will be output for nodes and for <animation>; as that is what is done in the Maya exporter. But how is this activated for the Max plugin? (I can't even see anything in the code that would write it out or activate it).

    2. Can we submit code patches to you?

    3. Where and how should we provide feedback?

  2. #2
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    requires d3dx9_24.dll in Windows/System32?

    We've been looking at the 15 September drop of the Collada exporter. This caused problems on a lot of machines until we discovered that we needed d3dx9_24.dll in Windows/System32

    Most machines didn't have this .dll though, in somecases having newer versions.

    Though people might want to know.

    Cheers

    Jolyon

  3. #3

    Re: requires d3dx9_24.dll in Windows/System32?

    Quote Originally Posted by Jol
    We've been looking at the 15 September drop of the Collada exporter. This caused problems on a lot of machines until we discovered that we needed d3dx9_24.dll in Windows/System32

    Most machines didn't have this .dll though, in somecases having newer versions.

    Though people might want to know.

    Cheers

    Jolyon
    Thanks for the info. I'll ensure our artists have the same dlls.

    The problems I found were relating to issues in the exported Collada files themselves.

  4. #4
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    Hi Kevt,

    Are you guys at Discreet taking Collada seriously?
    I understand your frustration and I try below to answer your questions. Before, I want to reetirate the fact that Discreet does take COLLADA seriously. As a matter of fact, Friday Sept 9th, we signed a contract with Feeling Software (which is doing the Maya exporter/importer). They will help us on the completion of the exporter and the development of a C++ importer.

    You ask for feedback and yet you seem to ignore it. I fixed some bugs and submitted the changes to the board and direct via a message to one of the moderators of the max collada plugin and heard nothing back. I don't mind if you don't use my code as-is, please re-write it as you need, but please take notice as the code would help many more people.
    We are looking for feedback and do not ignore it. Before Sept 9th, Bernard took over COLLADA. He was new to COLLADA and the code. As you may understand, it took him some time to get up to speed with the specs and the code.
    In addition, I was on vacations all August and missed the code you sent me. I am still going through the tons of e-mails I recieved.

    1. File contains duplicate ids. The same <image>s , texcood arrays, materials are being output multiple times.
    This bug is now logged into the COLLADA bug database.

    2. Animation <arrays> are claiming counts of 201, but there is only 1 item of data.
    Do you have the repro steps? Were you exporting animation of a transformation or another parameter? With this information, I will be able to log it.

    3. Doesn't export specular maps and bump maps for materials. It ignores the maps assigned to those channels in the materials. I understand this feature is not implemented.
    Correct. This feature is not supported. I add it to the COLLADA bug database to keep track of it.

    4. The name attributes of the <texture>and <material> nodes in the collada file have 'crazy' names with hex values in them. Please make them nicer names which are closer to the original names in Max. They don't need to use crazy names, because they don't need to be unique.
    I suppose you refer to the attribute 'name' of the <texture>. and <material>. I log it.

    In the test results it claims that 'export with baked matrices' passes. I understand that to mean that <transform> elements will be output for nodes and for <animation>; as that is what is done in the Maya exporter. But how is this activated for the Max plugin? (I can't even see anything in the code that would write it out or activate it).
    The data is exported but you are right the expected elements are not in the file. I logged a bug against this.

    Can we submit code patches to you?
    Submit them to Bernard and Guillaume from Feeling Software. With Guillaume on board with us and now Bernard up to speed on COLLADA, you should see quicker responses. If you don't see the appropriate responsiveness, let me know. If you do see improvements, comments are also welcome

    Where and how should we provide feedback?
    Keep it in this topic. As I said, you should see quicker response.

    Regarding the DLL problem, other users spotted it and Bernard posted an addendum to the thread indicating the version of the DX SDK the plug-in was compiled against.

    I have tried the new release of the Max COLLADA plug-in and it is *still* broken!
    Stay tuned! You should see a lot of improvements in the coming weeks. But be patient for the importer.

    Thanks for your report. We will make sure this does not happen anymore.

    Regards,
    Jean-Luc.

  5. #5
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    Are you aware that the 3ds Max forum on these boards is locked so that only moderators can reply to or create threads? I PM'ed blef about this yesterday but it's still locked. Kind of hard for us to give you feedback if you don't let anyone post in your forum.

  6. #6
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    Feedback

    Hello,

    You can give feedback using email, pm or in public forum.
    Thank you,

    Bernard

  7. #7
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    Quote Originally Posted by Don
    Are you aware that the 3ds Max forum on these boards is locked so that only moderators can reply to or create threads? I PM'ed blef about this yesterday but it's still locked. Kind of hard for us to give you feedback if you don't let anyone post in your forum.
    Feedback goes in the Public Section, either Design Discussion or Implementation Discussion depending on what the subject is.
    The partner section is only for partners to post messages, not for feedback.

    Regards

  8. #8
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    Will the 3ds max exporter support the skin that use physique modifier?

    Thanks,

  9. #9
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    Hi,

    Thank you for reporting this physique modifier issue.
    It is now corrected and will be available in the next release.

    Regards,
    Bernard

  10. #10
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    Re: max collada plugin feedback

    Quote Originally Posted by kevt
    1. File contains duplicate ids. The same <image>s , texcood arrays, materials are being output multiple times.

    This one is a show-stopper for me. I will be interested in knowing when this is fixed.

    Another problem that I have is this:

    Code :
    <library type="EFFECT"></library>

    My schema validator chokes on it because EFFECT is not one of the enumerated types. Is this something that is going into COLLADA 1.4?

    The EFFECT problem is not as big an issue for me since it is easy to manually edit the file and remark it out. The id bug is much harder to patch since it requires trying to figure out which node was intended.
    David Wallace Croft
    www.CroftSoft.com

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