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Re: [Public WebGL] WebGL / Collada demo



Try http://www.feelingsoftware.com/

Not sure now it's free or not.  I used their COLLADA viewer before,
it's great.  (These same folks wrote the Maya exporter).

Mo

On Thu, Mar 10, 2011 at 9:18 AM, Erik Möller <emoller@opera.com> wrote:
>
> Sorry about the cross posting, but the collada list seems to be very low
> traffic and I figured there would be people on the WebGL list sitting on
> relevant info.
>
> I'm working on a WebGL / Collada demo and article that will be published on
> dev.opera.com this spring. It's working pretty well, but there are a few
> outstanding issues I need to address.
>
> One of the models used is a fairly complex rigged, skinned and normal-mapped
> character. I'm exporting the model using Maya and the latest FBX plug-in
> (2011.3.1). Now, is there something I've missed or is there no support in
> Collada for normal maps? If so what are the plans for adding it in?
>
> I've also been trying to find a decent Collada viewer to verify that the
> exported data is actually correct, but haven't been very successful. The
> ones I've downloaded and tried has only worked for very simple scenes. The
> best one I've tried to date is the default "Preview"-application shipping
> with OS X but it too fails on my character model. Any tips on good viewers
> to try that can deal with joints and multiple skins?
>
> I'm seeing a pretty strange result when exporting the skeleton. A few of the
> joints are oriented all wrong. Since one of them was very obvious (off by
> 180 degrees) I managed to work out that by changing the sign of the angle on
> rotations labeled with "post-rotation" and also changing the rotation order
> for "post-rotations" it would be correct and lo and behold all the other
> joints popped into the right place.
>
> Now, since I haven't found a viewer that can show this model I haven't been
> able to identify if it's a mistake in my code or simply wrong data getting
> exported so again, pointers on decent functional Collada viewers are greatly
> appreciated or if you by chance have some great insight in how these
> "post-rotations" are calculated and used and would like to share it with me
> that's even better.
>
> I dumped the dae containing just the skeleton here in case someone wants to
> check if their neat viewer can get it right.
> http://people.opera.com/~emoller/anim_walk_GDC.dae
>
> Another issue I've come across is that when Maya specifies BEZIER for
> animation data you get passed two control points and two tangents as opposed
> to four control points like the spec says. "HERMITE is equivalent to BEZIER,
> but instead of providing the control points C0 and C1, tangents T0 and T1
> are provided." I've never gotten HERMITE back from Maya so I'm not sure if
> the two types are flipped around or if it's always exporting two control
> points and two tangents.
>
> --
> Erik Möller
> Core Developer
> Opera Software
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