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;
Collada Exporter Modification
- clintonman
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- clintonman
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Re: Collada Exporter Modification
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.
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.
- clintonman
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- Posts: 5430
- Joined: 21 May 2009, 21:08
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Re: Collada Exporter Modification
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.
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.
- clintonman
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Re: Collada Exporter Modification
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
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
- clintonman
- Captain
- Posts: 5430
- Joined: 21 May 2009, 21:08
- Type the number ten into the box: 0
- Location: California
- Contact:
Re: Collada Exporter Modification
Update Sept 18 2021
fixed a bug in the parenting, X translation values in trueSpace should be -X in the collada file
fix a bug where some modifications didn't occur unless a texture was in the scene
fixed a bug in the parenting, X translation values in trueSpace should be -X in the collada file
fix a bug where some modifications didn't occur unless a texture was in the scene
- clintonman
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- Posts: 5430
- Joined: 21 May 2009, 21:08
- Type the number ten into the box: 0
- Location: California
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Re: Collada Exporter Modification
Update Nov 11 2021
fixed a bug - meshes with multiple materials were only getting their first material processed
fixed a bug - meshes with multiple materials were only getting their first material processed
- clintonman
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Re: Collada Exporter Modification
Update June 1 2022
more changes to use with Godot
export morphs
export animation clips
popup panel instead of question dialogs
The animation clips aren't really necessary in Godot because you can manually define clips when importing. It should work better for my purposes though.
http://clintons3d.com/plugins/truespace ... xport.html
more changes to use with Godot
export morphs
export animation clips
popup panel instead of question dialogs
The animation clips aren't really necessary in Godot because you can manually define clips when importing. It should work better for my purposes though.
http://clintons3d.com/plugins/truespace ... xport.html
Re: Collada Exporter Modification
Are you making a game with Godot?
What is your opinion of Godot?
What is your opinion of Godot?
- clintonman
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Re: Collada Exporter Modification
No game, some simple arch viz. It was something I started a long time ago in the Unreal engine using Google cardboard. Unreal removed cardboard support and then Google abandoned cardboard so that ended that. Unreal also dropped html support so WebXR wasn't an option either. Later I found out about Godot when Epic gave them a mega grant and there was a person who developed a WebXR plugin for it.
The Godot engine seems capable enough. I find some of the documentation difficult to understand. I've played around with Unity and Unreal which were easier because of all the tutorials and learning materials available. I never fully got into Unity because Epic started making all their stuff free, so I went in that direction. Unreal 5 is pretty crazy and I plan to try using it as a kind of render engine for trueSpace.
The Godot engine seems capable enough. I find some of the documentation difficult to understand. I've played around with Unity and Unreal which were easier because of all the tutorials and learning materials available. I never fully got into Unity because Epic started making all their stuff free, so I went in that direction. Unreal 5 is pretty crazy and I plan to try using it as a kind of render engine for trueSpace.
Re: Collada Exporter Modification
I´m into Godot 4 since alpha myself for some time and furthermore since I moved to Paris !
What Im planning to do is something along the lines of using it just like D5 or Milo from Nevercenter !
Since the sourcecode is open....!
Godot is a French free engine ! Since I speek French since my 8th birthday and have spent quite some time here
in France ... if you need any help..??? just ask ! Will be a pleasure !
Godot 4 is interesting becuse its not demanding on the architecture of the computer
like the other options ! I posted on Nvidia Omniverse some time ago which is the opposite !
It needs hi level Graphics cards of the last generation ! Godot4 does not !
https://www.youtube.com/watch?v=1ho6tbxGt4c&t=6s
https://www.youtube.com/watch?v=hrl1n3DSw0g
https://www.youtube.com/watch?v=fcq7MqZC5Ko
https://www.youtube.com/watch?v=DNJXkcQxXEg
https://www.youtube.com/watch?v=7F05XnoDs84
https://gitlab.com/magnusmj/godot4classroom
What Im planning to do is something along the lines of using it just like D5 or Milo from Nevercenter !
Since the sourcecode is open....!
Godot is a French free engine ! Since I speek French since my 8th birthday and have spent quite some time here
in France ... if you need any help..??? just ask ! Will be a pleasure !
Godot 4 is interesting becuse its not demanding on the architecture of the computer
like the other options ! I posted on Nvidia Omniverse some time ago which is the opposite !
It needs hi level Graphics cards of the last generation ! Godot4 does not !
https://www.youtube.com/watch?v=1ho6tbxGt4c&t=6s
https://www.youtube.com/watch?v=hrl1n3DSw0g
https://www.youtube.com/watch?v=fcq7MqZC5Ko
https://www.youtube.com/watch?v=DNJXkcQxXEg
https://www.youtube.com/watch?v=7F05XnoDs84
https://gitlab.com/magnusmj/godot4classroom