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 Converting models with COLLADA Import Tool

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Tristan
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PostSubject: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyTue 9 Aug - 8:47


Hi,

I am trying to import a COLLADA .dae file that I made today using the Import Tool, but the tool isn't playing ball..

Here's what the execution log says:

Code:

>>> Copy <romanhouse01.dae> to work folder
===========[ Converting 'romanhouse01.dae' ]=============
Command:  \"C:/Users/admin/TGOR/Files/Models/CONVERT/romanhouse01.dae\"
===========================================================
ERROR [2011-08-08 22:45:24,040] ColladaMeshReader    TODO: Add support for polylist
ERROR [2011-08-08 22:45:24,041] ColladaMeshReader    TODO: Add support for polylist
 
===[ Copying ]=============================================
>>> From   <C:\Users\admin\TGOR\Files\Models\CONVERT>

Command failed on file <romanhouse01.dae>
Details:
  The path is not of a legal form.

>>> Copy <roman_house_01.dae> to work folder
===========[ Converting 'roman_house_01.dae' ]=============
Command:  \"C:/Users/admin/TGOR/Files/Models/CONVERT/roman_house_01.dae\"
===========================================================
ERROR [2011-08-08 22:45:25,530] ColladaMeshReader    TODO: Add support for polylist
ERROR [2011-08-08 22:45:25,531] ColladaMeshReader    TODO: Add support for polylist
 
===[ Copying ]=============================================
>>> From   <C:\Users\admin\TGOR\Files\Models\CONVERT>

Command failed on file <roman_house_01.dae>
Details:
  The path is not of a legal form.

As you can see, none of the directories have spaces (which the Wiki article warns about). What does it mean by a 'legal form'?

Cheers
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Delurin
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyWed 10 Aug - 7:58

Check to make sure that your repository is set in the model viewer there should be another
Code:

===[ Copying ]=============================================
>>> To   <C:\RespositoryDirectory>
===========================================================

there should also be a checked target asset repository under repositories

Also this ERROR [2011-08-08 22:45:24,040] ColladaMeshReader TODO: Add support for polylist
means that most likely in maya or max I dont know which you used you made a group or collection or parented the objects it might cause you some trouble...sometimes it works sometimes it fails
Generally speaking try to combined all of the meshes (upto about 30000 triangles) that you can to save on rendering time. If different parts of the models have different texture files it will automatically turn them into submeshes.
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Tristan
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyWed 10 Aug - 8:34

Ok, thanks for that.

However, I modelled the file in Wings3D, and the whole model is only one cube and an extrusion for the roof, with the outer edges brought in for the triangular effect. There aren't any groups or collections, just 2 objects... There is one texture, which covers everything (I've attached it so you can see what I mean.

Converting models with COLLADA Import Tool Roman_10

I'll play around with it, and perhaps attempt to combine the roof and cube together. Hopefully that won't affect the UV mapping, because that took a while to sort out (still learning to use Wings3D!). Then again, I can always just copy the sections across on the texture file with GIMP I guess.

Cheers for your help so far!
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Tristan
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyThu 11 Aug - 2:10

Ok, the model has finally sorted itself out, and is now converting correctly.
Well, at least the sword I just made converted properly... I'll try out the house later on.

The problem now, is that when I view the models in the Model Viewer, nothing shows up. Just this:

Converting models with COLLADA Import Tool Untitl10

I exported the sword from Wings3D using the COLLADA .dae exporter (which comes built-in), and the .jpg file was with it in the same folder. As you can see at the bottom, the height is only 0.001 Meters, whereas the Multiverse Axe is something like 0.6 meters. I had this problem with the house as well, when trying to view it as a .dae file. I changed the size in Wings3D (in fact, I scaled it a few times and attempted to view it in the Viewer, but the meter size didn't change at all..

When I converted it using the converter, here are the settings I used:

Converting models with COLLADA Import Tool Untitl11

The file was exported to the assets folder used by the World Editor, but it didn't show up in the Create Object List. Also, something I noticed, is that whenever I tried to place a weapon on the ground in World editor (one of the MV weapons), nothing actually happened. There was no weapon under the cursor to be dropped - odd.

But my main concern is that the importing tool doesn't seem to be working... Could it be to do with the fact that I'm using Wings3D, and not 3DS Max or Maya? I'm pretty loathe to buy any 3d modelling packages, to be honest... It would also be incredibly short-sighted of Multiverse to not accept models from other applications as well.

I must say, I am very very confused. Multiverse really needs to get back together and working on this, as it's a nightmare to use at the moment...
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Delurin
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyThu 11 Aug - 3:50

In the screenshot of the model viewer nothing is showing up under submeshes which implies that it did not convert correctly
Can you try sending me the .dae file? my guess is that the Wings3D collada converter is exporting incorrectly does the exporter have any settings you can change? if so take a screen shot of the settings and post it here

In particular if there are any settings similar to these turn them on
Bake Transforms
Static Curve Removal
Triangulate
Export References
Dereference

To save yourself sometime you can open dae files directly in the model viewer to see if they will be recognized (they will still need to be converted but at least you will know if they work)
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Tristan
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyThu 11 Aug - 4:56

Hi,

Thanks for replying so quickly!

I noticed that no sub meshes were showing, which gave me the impression that the issue wasn't the physical size of the model (i.e. way to small!)

Here's a link to the files on my MediaFire - http://www.mediafire.com/?whmyxnnqwmqy8. I did try both the .dae and the .mesh file in the Model Viewer - got the same result (I've also uploaded the house, which was the original problem, with its texture)

I even exported the file as a .3ds, then imported it into Blender (which showed up perfectly) and re-exported it as a COLLADA, but got the same result as before. I've uploaded the .3DS file as well with the accompanying texture (made its own one apparently!)

I've found an exporter that does it directly to the OGRE mesh (which is apparently the same as the MV one), but the download link on their website is dead - less than ideal.

I can't seem to find any settings for the exporter, though I have located the plugin files in the program files. The file is a .BEAM file, not sure if I can edit it or not..

Thanks for your help!

(EDIT - just realised that the MediaFire link takes you through an advert - sorry about that!
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Delurin
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyFri 12 Aug - 6:47

I took a look at your .dae it looks like the main problem is that it is not triangulated is there a setting in your modelling program to triangulate the model?
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyFri 12 Aug - 6:56

It looks like it is triangulated but the exported named it as polylist so if you open the dae in an editor and replace all of the polylists strings with triangles it will work
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyFri 12 Aug - 7:39

The model wasn't triangulated originally (or at least I don't think so), so I've triangulated it in Wings3D. I'll check it out in the Model Viewer and get back to you.

EDIT - Ok, it didn't work at all.... How do I change from polylist to triangulate?
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Tristan
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyFri 12 Aug - 7:45

Right, I've worked out what you mean by changing to triangles. I opened the file, and found the following: (I'm not going to lie, it's very very long)
Code:


<?xml version="1.0"?><COLLADA version="1.4.0" xmlns="http://www.collada.org/2005/11/COLLADASchema"><asset><contributor><author>Wings3D Collada Exporter</author><authoring_tool>Wings3D 1.4.1 Collada Exporter</authoring_tool><comments/><copyright/><source_data/></contributor><created>2011-08-11T20:42:01</created><modified>2011-08-11T20:42:01</modified><unit meter="0.01" name="centimeter"/><up_axis>Y_UP</up_axis></asset><library_effects><effect id="sword-fx" name="sword-fx"><profile_COMMON><newparam sid="roman_sword_01_jpg-surface"><surface type="2D"><init_from>roman_sword_01_jpg-img</init_from><format>A8R8G8B8</format></surface></newparam><newparam sid="roman_sword_01_jpg-sampler"><sampler2D><source>roman_sword_01_jpg-surface</source><minfilter>LINEAR_MIPMAP_LINEAR</minfilter><magfilter>LINEAR</magfilter></sampler2D></newparam><technique sid="wings3d"><phong><emission><color>0.000000 0.000000 0.000000 1.000000
</color></emission><ambient><color>1.000000 1.000000 1.000000 1.000000
</color></ambient><specular><color>1.000000 1.000000 1.000000 1.000000
</color></specular><shininess><float>1.000000</float></shininess><diffuse><texture texcoord="CHANNEL1" texture="roman_sword_01_jpg-sampler"/></diffuse></phong></technique></profile_COMMON></effect></library_effects><library_images><image id="roman_sword_01_jpg-img" name="roman_sword_01_jpg-img"><init_from>c:/Users/admin/TGOR/Files/Models/Weapons/roman_sword_01.jpg</init_from></image></library_images><library_materials><material id="sword" name="sword"><instance_effect url="#sword-fx"/></material></library_materials><library_geometries><geometry name="grip-0" id="grip-0"><mesh><source id="grip-0-Pos"><float_array id="grip-0-Pos-array" count="72">0.279865 0.047209 -2.429786 0.279865 -0.046712 -2.429786 0.212779 -0.128049 -2.429786 0.096583 -0.175009 -2.429786 -0.097589 -0.175009 -2.429786 -0.213785 -0.128049 -2.429786 -0.280871 -0.046712 -2.429786 -0.280871 0.047209 -2.429786 -0.213785 0.128546 -2.429786 -0.097589 0.175506 -2.429786 0.096583 0.175506 -2.429786 0.212779 0.128546 -2.429786 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105 23 76 97 39 76 80 38 76 83 22 76 101 24 75 94 40 75 78 39 75 80 23 75 97 25 74 96 41 74 79 40 74 78 24 74 94 26 73 99 42 73 81 41 73 79 25 73 96 11 72 121 27 72 103 26 72 99 10 72 118 12 71 125 28 71 107 27 71 103 11 71 121 28 70 107 44 70 89 43 70 85 27 70 103 43 69 85 59 69 61 58 69 65 42 69 81 58 68 65 74 68 47 73 68 52 57 68 71 57 67 71 73 67 52 72 67 55 56 67 73 56 66 73 72 66 55 71 66 54 55 66 72 55 65 72 71 65 54 70 65 49 54 65 70 54 64 70 70 64 49 69 64 45 53 64 64 53 63 64 69 63 45 68 63 41 52 63 60 52 62 58 68 62 40 67 62 44 51 62 62 51 61 62 67 61 44 66 61 48 50 61 66 50 60 66 66 60 48 65 60 51 49 60 68 49 59 68 65 59 51 64 59 53 48 59 69 48 58 69 64 58 53 79 58 50 63 58 67 63 57 67 79 57 50 78 57 46 62 57 63 62 56 63 78 56 46 77 56 42 61 56 59 77 55 42 93 55 24 92 55 14 76 55 37 92 54 17 108 54 3 107 54 8 91 54 25 93 53 24 109 53 6 108 53 2 92 53 14 94 52 28 110 52 10 109 52 6 93 52 24 95 51 32 111 51 15 110 51 10 94 51 28 80 50 36 96 50 21 111 50 15 95 50 32 81 49 33 97 49 16 96 49 21 80 49 36 97 48 16 113 48 0 111 48 15 96 48 21 82 47 29 98 47 11 97 47 16 81 47 33 83 46 26 99 46 7 98 46 11 82 46 29 98 45 11 99 45 7 113 45 0 97 45 16 84 44 20 100 44 4 99 44 7 83 44 26 85 43 27 101 43 9 100 43 5 84 43 22 86 42 31 102 42 13 101 42 9 85 42 27 87 41 35 103 41 19 102 41 13 86 41 31 102 40 13 103 40 19 113 40 1 101 40 9 88 39 38 104 39 23 103 39 19 87 39 35 89 38 34 105 38 18 104 38 23 88 38 38 106 37 12 107 37 8 113 37 1 105 37 18 104 36 23 105 36 18 113 36 1 103 36 19 90 35 30 106 35 12 105 35 18 89 35 34 75 34 43 91 34 25 90 34 30 74 34 47 60 33 57 76 33 39 75 33 43 59 33 61 45 32 84 61 32 59 60 32 56 44 32 88 30 31 98 46 31 77 45 31 84 29 31 102 14 30 116 30 30 98 29 30 102 13 30 120 13 29 120 116 29 138 115 29 134 14 29 116 114 28 129 115 28 134 131 28 152 130 28 147 115 27 134 116 27 138 132 27 156 131 27 152 116 26 138 117 26 142 133 26 160 132 26 156 117 25 143 118 25 140 134 25 158 133 25 162 118 24 140 119 24 136 135 24 154 134 24 158 119 23 136 120 23 132 136 23 150 135 23 154 120 22 132 121 22 130 137 22 149 136 22 150 121 21 130 122 21 133 138 21 151 137 21 149 122 20 133 123 20 137 139 20 155 138 20 151 123 19 137 124 19 141 140 19 159 139 19 155 138 18 151 139 18 155 112 18 165 137 18 149 137 17 149 112 17 165 135 17 154 136 17 150 133 16 162 134 16 158 135 16 154 112 16 165 112 15 165 139 15 155 140 15 159 141 15 163 124 14 141 125 14 145 141 14 163 140 14 159 125 13 144 126 13 139 142 13 157 141 13 161 126 12 139 127 12 135 143 12 153 142 12 157 127 11 135 128 11 131 144 11 148 143 11 153 112 10 164 131 10 152 132 10 156 133 10 160 131 9 152 112 9 164 130 9 147 130 8 147 112 8 164 144 8 148 145 8 146 144 7 148 112 7 164 142 7 157 143 7 153 128 6 131 129 6 128 145 6 146 144 6 148 0 5 110 129 5 128 128 5 131 1 5 113 141 4 161 142 4 157 112 4 164 111 3 15 113 3 0 110 3 10 108 2 3 113 2 1 107 2 8 101 1 9 113 1 1 100 1 5 100 0 4 113 0 0 99 0 7</p></polylist></mesh></geometry></library_geometries><library_visual_scenes><visual_scene id="Scene" name="Scene"><node layer="L1" id="grip-0" name="grip-0"><translate sid="translate">0.00000 0.00000 0.00000</translate><rotate sid="rotateZ">0 0 1 0.00000</rotate><rotate sid="rotateY">0 1 0 0.00000</rotate><rotate sid="rotateX">1 0 0 0.00000</rotate><scale sid="scale">1.0000 1.0000 1.0000</scale><instance_geometry url="#grip-0"><bind_material><technique_common><instance_material symbol="sword" target="#sword"><bind_vertex_input input_semantic="TEXCOORD" input_set="1" semantic="CHANNEL1"/></instance_material></technique_common></bind_material></instance_geometry></node><node layer="L1" id="hilt-0" name="hilt-0"><translate sid="translate">0.00000 0.00000 0.00000</translate><rotate sid="rotateZ">0 0 1 0.00000</rotate><rotate sid="rotateY">0 1 0 0.00000</rotate><rotate sid="rotateX">1 0 0 0.00000</rotate><scale sid="scale">1.0000 1.0000 1.0000</scale><instance_geometry url="#hilt-0"><bind_material><technique_common><instance_material symbol="sword" target="#sword"><bind_vertex_input input_semantic="TEXCOORD" input_set="1" semantic="CHANNEL1"/></instance_material></technique_common></bind_material></instance_geometry></node><node layer="L1" id="blade-0" name="blade-0"><translate sid="translate">0.00000 0.00000 0.00000</translate><rotate sid="rotateZ">0 0 1 0.00000</rotate><rotate sid="rotateY">0 1 0 0.00000</rotate><rotate sid="rotateX">1 0 0 0.00000</rotate><scale sid="scale">1.0000 1.0000 1.0000</scale><instance_geometry url="#blade-0"><bind_material><technique_common><instance_material symbol="sword" target="#sword"><bind_vertex_input input_semantic="TEXCOORD" input_set="1" semantic="CHANNEL1"/></instance_material></technique_common></bind_material></instance_geometry></node><node layer="L1" id="pummel-0" name="pummel-0"><translate sid="translate">0.00000 0.00000 0.00000</translate><rotate sid="rotateZ">0 0 1 0.00000</rotate><rotate sid="rotateY">0 1 0 0.00000</rotate><rotate sid="rotateX">1 0 0 0.00000</rotate><scale sid="scale">1.0000 1.0000 1.0000</scale><instance_geometry url="#pummel-0"><bind_material><technique_common><instance_material symbol="sword" target="#sword"><bind_vertex_input input_semantic="TEXCOORD" input_set="1" semantic="CHANNEL1"/></instance_material></technique_common></bind_material></instance_geometry></node></visual_scene></library_visual_scenes><scene><instance_visual_scene url="#Scene"/></scene></COLLADA>

Please advise Question
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Delurin
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Converting models with COLLADA Import Tool Empty
PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyFri 12 Aug - 8:15

You are looking for this
<polylist count="114" material="sword">
you should just be able to do a find and replace polylist to triangles most editors have one
if it doesnt consider using either jedit or notepad++ both of them have it when you hit ctrl + f

Incidentally that file may not be triangulated so I dont know if it will work to just replace the one you send me was triangulated (I think if you look at <vcount> if all of following numbers are 3s then it was triangulated but I am not positive)
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Tristan
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Converting models with COLLADA Import Tool Empty
PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyFri 12 Aug - 8:37

I did a find and replace for all instances of polylist in the file, but the model viewer just produced an error. I've got to admit, this is beginning to get on my nerves...

I'm going to try out Autodesk 3DS Max Design 2012, and see if this is the solution. Perhaps it's the fact that Wings3D is outdated software and not maintained (like Multiverse!)

Oh, and check out this post - Update from Multiverse - an interesting update!
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AthlonJedi
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Converting models with COLLADA Import Tool Empty
PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyFri 27 Jul - 6:57

Nope, Something isnt right between 3dsmax and export, I use 3dsmax 2012 x64 and though I can view my exported models in the model viewer just fine, when I try to place them in the world editor it throws and exception about the original .dae version of the model not being found. which if you look in the sample assets there are no other .dae models to be found. so one more confusing aspect of multiverse that needs addressed is conversion tools that acculy work on systems other than those that belong to the foundation. OR a step by step by step explanation of how to correctly do these things. but atm im working on headache #1, getting the master server to start and run successfuly. affraid affraid

instead of recreating everything the original dev team did, why not improve on it and make things more simple? like say add .3ds , .obj, .fbx extentions to the engine instead of forceing us to use .mesh in a pipline that is complex and frustrating enough to make people want to kick kittens and put babies on spikes trying to figure this stuff out?
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Delurin
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PostSubject: Re: Converting models with COLLADA Import Tool   Converting models with COLLADA Import Tool EmptyFri 27 Jul - 7:12

It uses the .mesh because the underlying rendering engine (axiom which is a c-sharp port of ogre) uses that as its model format... it would be extremely difficult to rewrite the rendering engine to support it. Also that means that you would be distributing the source files of the model which makes it incredibly easy to reuse some ones models outside of multiverse.

Are you viewing the .mesh models or the .dae models in the model viewer? the model viewer can display .dae models.
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