Collada Exporter Modification

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clintonman
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Collada Exporter Modification

Post by clintonman »

This script will run automatically after a Collada export if the Vertex colors options is checked. trueSpace Collada export is a little inconsistent and this script tries to add consistency to it. It's a little involved and confusing between model and workspace exports. I put up my findings here:
http://www.clintons3d.com/w/index.php?t ... le_Exports" onclick="window.open(this.href);return false;

The bottom line is that the script will modify and copy the collada file into the same folder with the copied textures. In one case modelside export copies the textures to the wrong place, this script fixes that. The script can be found here near the top:
http://www.clintons3d.com/plugins/trues ... index.html" onclick="window.open(this.href);return false;

I also created a texture alpha shader for materials that are built up from components. This one can be seen by the Collada exporter because of the image usage on the node has been set to "ALPHAMAP"
http://www.clintons3d.com/plugins/trues ... index.html" onclick="window.open(this.href);return false;
Clinton Reese

http://clintons3d.com

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clintonman
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Re: Collada Exporter Modification

Post by clintonman »

September 2 2012 Update:

Exports camera fov animation
Exports light color and spotlight fov animation
Fixes ambient light and area light export.
Spotlight exports the angle instead of the hotspot angle.
Clinton Reese

http://clintons3d.com

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clintonman
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Re: Collada Exporter Modification

Post by clintonman »

June 8, 2013
Update:

Workspace BlankDX based materials will export actual texture file names instead of the file_0, file_1... names.
Texture file paths are all relative instead of absolute.
Clinton Reese

http://clintons3d.com

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clintonman
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Re: Collada Exporter Modification

Post by clintonman »

Update 2021
supports parenting structures
improved material naming in the file

I recently started using the Godot game engine and had some issues with imported materials. trueSpace writes the material name attribute based on the material index for the mesh. Godot was reading the many "material_0" names as one material, so a lot was lost in translation. The changes make either the name attributes all unique to give every mesh it's own material or uses a Name node or plain old tS scene instancing to get the material names. Both work but the second ( instancing or Name node) is more efficient because materials can be shared between different meshes.

http://clintons3d.com/plugins/truespace ... xport.html

previous updates:

2018 persistent installer
2014 constant color and texture export as emission nodes and will export specular texture from the Model shader node
2013 improved Blender compatibility
Clinton Reese

http://clintons3d.com

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