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 1 
 on: July 07, 2008, 04:50:06 pm 
Started by admin - Last post by admin
In March 2008, Feeling had to make the hard decision to concentrate on its paying customers and to abandon the free support for ColladaMaya, ColladaMax and other 3D tools.

I am pleased to say that we will, in the coming weeks, announce much improved versions of these tools. In the meantime, if you want fast commercial support, you can register to the COLLADA Premium program:

http://www.feelingsoftware.com/content/view/80/96/lang,en/

Christian Laforte
President, Feeling Software Inc.

 2 
 on: February 28, 2008, 07:46:16 am 
Started by spamchest - Last post by marjan
I would be very interested in that as well. I had a look at those settings in Xcode, but could not find anything thats refers to that lib.

I also tried to manually install the 1.5 lib, by looking in the pakage of the 1.5 installer which does not work with Leopard. I put those files in places like /System/Library/frameworks, /usr/bin and user/share and chowned them.

But that unfortuanatly had no effekt.

 3 
 on: February 28, 2008, 01:57:53 am 
Started by Ajay - Last post by Ajay
i wanted to use fcollada for converting the postions and normals values  (which are stored in text files )  in to .dae file. i couldnt figure out a way to do that using fcollada, finally i wrote a code to convert it into .dae files.

as of now fcollada is not being used in my project....

 4 
 on: February 27, 2008, 11:38:55 pm 
Started by Mark McKay - Last post by Mark McKay
The problem is more that it's not showing up in the viewport in the first place.  The problem might be that I'm using the wrong variable names to import common uniforms such as the modelview matrix.  These names seem to work for other shader programs, though.  How does the CG shader pass these in?

 5 
 on: February 27, 2008, 09:11:02 pm 
Started by Soth - Last post by Soth
Hi Soth,

Yes, it is possible to have a COLLADA file with the scene node tree, that externally references geometries or (better yet) scene node instaces from another file's scene node tree.

By default, FCollada will resolve external references by loading a referenced document and linking it with the main document. For each node that has a node instance, a FCDPlaceHolder will be present. To go through all the external references, you can make use of the FCDExternalReferenceManager.

Hope this helps,
Véronique Laforte
Feeling Software

And what exactly FCollada does for me automatically with external references? For example if an instanced scene node references a mesh or material from another file will FCollada add respective entities to geometry and material libraries in a preprocessing stage, so i could import document as usual by traversing these libraries, or i should do something by hand with FCDExternalReferenceManager to get extenal resources?

By the way are there any accesible example collada files that use external geometry/nodes references?

 6 
 on: February 27, 2008, 09:04:16 pm 
Started by ariel - Last post by ariel
Hi..

I'm using FCollada to get all the matrices for the nodes on a scene exported with ColladaMax, but everything I get from ToMatrix(), CalculateLocalTransform() or CalculateWorldTransform() comes out wrong (sometimes as just identity, others just wrong). Yet, on 3dmax, the objects are clearly on a different position. There's no animation (I made sure by exporting with no animation and then importing back), but some of the objects have bones.

Is there anywhere else I should be getting the matrices from? When reading from the xml file directly, I used to get the <matrix> from the <node>, and that worked fine.. Is that outside the FCDSceneNode?

Thanks..

Ariel.

 7 
 on: February 27, 2008, 09:00:45 pm 
Started by Soth - Last post by Soth
Thanks

 8 
 on: February 27, 2008, 05:05:08 pm 
Started by Kevin Weinberg - Last post by Veronique Laforte
Hi Kevin,

I assume you are turning on the animation sampling option of the ColladaMax exporter. In this case, every animation is sampled from the provided start and end times, no matter when they actually start.

In the file AnimationExporter.cpp, you might want to look at the following lines: (829 to 834 quoted here..)

Code:
if (isSampling)
{
// Reserve the necessary memory and generate the key times
int tpf = GetTicksPerFrame();
TimeValue startTime = OPTS->AnimStart();
TimeValue endTime = OPTS->AnimEnd() + 1;

The startTime variable is what you'd probably want to change to the time value of the first key in the curve. Beware that if there's a pre-infinity setting on the first key of the animation, this will get dropped by changing the above code.

If you have a fix that works, don't hesitate to share it with fellow users!

Sincerely,
Véronique Laforte
Feeling Software

 9 
 on: February 27, 2008, 04:11:02 pm 
Started by fatming - Last post by Veronique Laforte
Hi,

Thanks for reporting this bug. I was able to reproduce one of them, and the provided fix below should actually fix both crashes that you reported.

Here's a unified diff for the fix:

Code:
Index: ./ColladaFree/3.05/FCollada/FMath/FMTree.h
===================================================================
--- ./ColladaFree/3.05/FCollada/FMath/FMTree.h (revision 9355)
+++ ./ColladaFree/3.05/FCollada/FMath/FMTree.h (working copy)
@@ -364,6 +364,14 @@
  fm::Construct(root);
  }
 
+ /** Copy constructor. */
+ tree(const tree& clone) : root(NULL), sized(0)
+ {
+ root = (node*) fm::Allocate(sizeof(node));
+ fm::Construct(root);
+ (*this) = clone;
+ }
+
  /** Destructor. */
  ~tree()
  {

Sincerely,
Véronique Laforte
Feeling Software

 10 
 on: February 27, 2008, 03:18:52 pm 
Started by Ajay - Last post by Veronique Laforte
And how are you using FCollada for this project?

Véronique Laforte
Feeling Software

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