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From: contactme <con...@mi...> - 2016-08-13 22:14:45
|
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From: Sebastian K. <sk...@ne...> - 2008-12-19 16:48:01
|
Hi all, an updated version for COLLADAMax and COLLADAMaya is available from sourceforge.net. http://sf.net/project/showfiles.php?group_id=136478 It's a complete rewrite of the old FCOLLADA based plugins so don't expect the exact same functionality yet. Especially importing is at an early stage due to the fact that we switched to SAX based parsing. Happy testing and Merry Christmas! -- Sebastian |
From: Christian L. <cla...@fe...> - 2006-06-13 15:39:42
|
Hello everyone, Despite the long silent on this mailing list, there has been a lot of progress on the COLLADA products developed by Feeling Software. Please take a minute to read these important changes: 1. Feeling Software is actively developing ColladaMaya, ColladaMax and FCollada. These products are released under MIT license and can be downloaded, with source code, from the Feeling Software web site (http://www.feelingsoftware.com/), in the Products-->Download section. Each of these products has evolved a lot in the past months (e.g. support for COLLADA 1.4, including FX and Physics), so I invite all of you to read more about them and to try the latest versions. 2. Please follow the requirements carefully in the download section. In particular, ColladaMaya now requires installing Cg 1.5 Beta 2, and Nima (PhysX for Maya) requires installing the PhysX runtime. 3. Due to frequent reliability and performance problems with Sourceforge, and in an effort to improve its support infrastructure, Feeling Software has hired a system administrator who is currently setting up a bug tracker, forums, mailing lists, RSS and subversion (SVN) mirroring of our open-source products. These additional services will be free. I will send another email as each of these new facilities become functional. We expect the first batch of support infrastructure to be available in a week or two. Kindest regards, Christian Laforte President, Feeling Software |
From: Guillaume L. <gla...@fe...> - 2006-01-20 21:22:41
|
Hello everyone, Just a short email to announce a first Beta version of ColladaMaya for COLLADA 1.4. There were just a few fixes, this week, related to ColladaFX and ColladaPhysics, done by Zhang and Christian. Overall, the plug-in should be very stable and quite capable. Please give it a try and send us your feedback! Please note that the plug-in supports both ColladaFX through the CgFX plug-in for Maya and the new ColladaFX plug-in for Maya, written by Zhang, available at: http://www.feelingsoftware.com/index.php?option=com_content&task=view&id=48& Itemid=69&lang=en You can download this new release here: http://prdownloads.sourceforge.net/colladamaya/ColladaMaya-0.86.zip?download Have a great week-end! Sincerely, Guillaume Laforte Feeling Software Inc http://www.feelingsoftware.com Recent Changes: __________________________________________________ 20/01/06 (Release 0.86) 17/01/06 (cla...@fe...) Physics: Use <half_extent> instead of <size> for physics boxes. Re-ordered some elements to respect the 1.4 schema. 16/01/06 (gla...@fe...) Merged in a fix from Kevin Thacker about the ordering of the UV sets. Merged in the Unicode-related changes to the FS import classes from the Viewer branches. 11/01/06 (cla...@fe...) Added a routine to insert child node sorted in alphabetical order of the element's name. Insert the physics scene and visual scene instances according to alphabetical sequence. Use <instance_physics_scene> instead of <physics_scene>. No longer prefix physics model references using "./". This fixes all of the physics validation problems with the nxTest1 test scene. Replaced <linear_velocity> by <velocity>. Fixed minor compilation errors related to Cg. Was able to succesfully export a few Nima scenes that didn't have constraints, including the carcrash demo. 10/01/06 (gla...@fe...) Merged in changes to the FS import classes from the FeelingViewer. (cla...@fe...) Physics: Since Collada 1.4 was fully ratified last week, I started to update ColladaMaya's physics export code to respect the latest schema. Lots of small details needed to be updated. Fixed export problems that cause schema validation errors, e.g. <time_step> instead of <timestep>, <gravity> comes before <time_step>, false instead of FALSE, true instead of TRUE, <technique_common> after <physics_models>. ______________________________________ Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com |
From: Guillaume L. <gla...@fe...> - 2006-01-10 14:00:48
|
Hello everyone, Jian Zhang has done quite a bit of work on ColladaMaya, last week. This weekly release includes the export of bindings for ColladaFX: including lights and animations and brings forward the first version of the import of the ColladaFX node and a first prototype version of the import/export of splines. If you are interested in the import/export of splines, please try this prototype out and tell us what you think! Personally, I've added instantiation to the FS import classes, in order to provide for the increased complexity of COLLADA 1.4 with regards to instantiation. This simply allows us, for now, to bind materials through semantics and to match textures and texture coordinate sets at instantiation, rather than using the ordering of the TEXCOORD inputs in the geometry. I've also fixed a few issues: the import of animated spot light colors, multi-texturing. I've also fixed some last validation issues with respect to the recently ratified COLLADA 1.4 schema. I would also like to ask for a sample of your work. With the recent adoption and ratification of COLLADA 1.4 by Khronos and our own website being updated, we would appreciate if you could share with us screenshots of your work that could be used in marketing materials, in relation with COLLADA, for both Feeling Software and Khronos. Full credits would be given to the authors when their work is used. You can get this new Weekly Development Build here: http://prdownloads.sourceforge.net/colladamaya/ColladaMaya-0.85.zip?download Sincerely, Guillaume Laforte Feeling Software http://www.feelingsoftware.com Recent Changes: _________________________________________________ 09/01/06 (Release 0.85) (gla...@fe...) Integrated the recent FS import classes change related to instantiation, which fixes multi-texturing export and import Fixed the export as triangles regression and animated spot light colors. Validation testing: <instance_X> moved above <extra> in scene graph. "sid" attribute in profile_COMMON moved to the <color> and <float> elements, rather than <diffuse>, <ambient> and such. Renamed <bind_material><technique profile="X"><material> to <bind_material><technique_common><instance_material>. 04/01/06 (zh...@fe...) Spline: Add importer and exporter for NURBS curves. 29/12/05 (zh...@fe...) ColladaFX: Parameter animation supported by exporter and importer. 26/12/05 (zh...@fe...) ColladaFX Importer: Set parameters ans bind lights. Mesh data I/O added. Set default visibility to 1. 24/12/05 (zh...@fe...) ColladaFX Importer: Import .dae file with Cg profile into Maya, and create a ColladaFX shader node, load the vertex and fragment shader files, then import the images. 23/12/05 (zh...@fe...) ColladaFX Exporter: Create and bind effect parameters using the latest version of the schema. <newparam> and <technique> is under <profile_CG>, <bind> <param> under <shader>. |
From: Guillaume L. <gla...@fe...> - 2005-12-22 14:58:29
|
Hello everyone, This early Weekly development build will be the last release of 2005. I = look forward to 2006 and I would like to wish you all a lot of success = for 2006, helped in part by COLLADA and ColladaMaya. This week, I fixed a few validation issues, reported by Rich Forster of = SCEE whom I would like to thank for his help. I fixed the export of = texture coordinate sets on skinned characters and the import of polygon = holes. More importantly, I took the time to bring ColladaMaya to same = support for relative file paths that was implemented in the COLLADA = tools for 3dsMax. I know this is a feature that has been waiting for too = long, if you try it out, please give me feedback on issue or possible = improvements. You can get this new release here: = http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.84.= zip?download Happy holidays from everyone at Feeling Software! Best Regards, Guillaume Laforte Feeling Software Inc http://www.feelingsoftware.com Recent Changes: -------------------------------------------------------------- 21/12/05 (Release 0.84) (gla...@fe...) Relative File Paths: Based on the 3dsMax COLLADA tools code, refactor = the export of urls to support a "relative file paths" option. = Verified/refactored the code paths that export filenames to ensure they = all pass through the same code: textures, FX includes and XRef. Note = that <source_data> is kept absolute intentionally. Fixed the import of holed polygons. 20/12/05 (gla...@fe...) Merged in the FS import classes change from 3dsMax plug-ins: remove = duplicate per-vertex animation indices, when caching them in the source. <skeleton> should contain the skeleton ID as text, not a 'url' = attribute. Duplicate, for <node> elements, the ID into the SID, in order to follow = the COLLADA 1.4 specification for skeletons. Fixed the missing texture coordinate on export of skinned characters. |
From: Guillaume L. <gla...@fe...> - 2005-12-16 23:16:52
|
Hello everyone, This release is fairly short and includes work, from Jian Zhang, on the = export of ColladaFX. If you are interested in ColladaFX with Maya, = please check out our website, where Jian Zhang has written a good = description of his upcoming work on a ColladaFX node, to replace the = CgFX node for COLLADA users. This new release also corrects the Linux = compilation and has a few generic fixes, described below. You can download this new release here: = http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.83.= zip?download Have a good week-end! Sincerely, Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com Recent Changes: ----------------------------------------------------------------------- 16/12/05 (Release 0.83) (gla...@fe...) Fixed Linux Compilation. Small corrections suggested on the COLLADA public boards by = 'robthebloke'. 15/12/05 (zh...@fe...) ColladaFX Exporter: Add annotate of "UIMin" and "UIMax" for float = attribute. 14/12/05 (gla...@fe...) Fixed crash when importing material-less polygons. 12/13/05 (zh...@fe...) ColladaFX Exporter: Export shader node 12/12/05 (zh...@fe...) CgFX Exporter: Change <setparam ref=3D""> to <newparam sid=3D"">. Move = them up one level to <profile_CG>. Semantics are exported. Annotations = exported. |
From: Guillaume L. <gla...@fe...> - 2005-12-09 20:49:45
|
Hello everyone, This week's Weekly Development Build fixes two issues found in the = exporter. First, I fixed the writing of the <p> elements, when the = triangulation export options was checked. Second, I fixed the export of = the <bind_material> elements, when geometries and controllers are = concerned. These were wrongly skipped by the instantiation code. You can download this build here: = http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.82.= zip?download Have a good week-end! Sincerely, Guillaume Laforte, Feeling Software Inc. http://www.feelingsoftware.com ----------------------------------------------------------------------- Recent Changes: 09/12/05 (Release 0.82) (gla...@fe...) Material Binding: Fixed the missing export of the <bind_material> = node(s). 05/12/05 (gla...@fe...) General Support: Fixed issue with the <p> element in triangle list = export. |
From: Guillaume L. <gla...@fe...> - 2005-12-02 21:04:38
|
Hello everyone, I have just released an update to last week's COLLADA 1.4 preview translator. It includes fixes for external referencing as well as improved inter-operability with the upcoming 3dsMax COLLADA 1.4 preview translator. Two new, user-requested, export options have been added. One allows the user to filter out the external references, while the second dereferences the external references, effectively exporting the externally referenced objects with everything else inside the same COLLADA document. The default is the behavior seen in previous versions, where external references are exported as such within the scene graph. You can get this new release here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.81.zip?download Have a good week-end! Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com --------------------------------------------------------------------- Recent Changes: 02/12/05 (Release 0.81) (gla...@fe...) Fixed small issues found with the conformance test. Incremented the version number. 01/12/05 (gla...@fe...) SourceForge #1357598: Nested External References Missing on Export. Confirmed the problem with a simple testcase. Maya's API does not directly support reference trees. When retrieving the information for a reference, look for sub-references nodes. On synchronization, flatten the reference tree by recursively processing the references. Split the reference manager code into more manageable pieces. Skip the "_UNKNOWN_REF_NODE" reference nodes that are causing errors. Verified the import. Tested with a more complex test case, where the middle level actually has transforms. Final test: one external referenced file is referenced at multiple levels. Fixed the node id generation algorithm that creates repeated IDs with external references. SourceForge #1357598: Nested External References Missing on Export. On a user's request: added two export options: filter external references, defaults to true, and de-reference external references, defaults to false. 29/11/05 (gla...@fe...) FS Import Classes: Merged in the latest changes from the 3dsMax COLLADA tools. Maya-Max Interoperability: Quite a few fixes with respect to inter-operability: camera FOV angles, texture-texture coordinate set matches, length factor conversions for skin matrices, angle-axis rotation. |
From: Guillaume L. <gla...@fe...> - 2005-11-23 00:11:27
|
Hello everyone, It's been a month and ColladaMaya is advancing firmly towards COLLADA 1.4 compliance. We've finished the integration of the FS import classes and completed the integration of the new COLLADA 1.4 schema. After quite a bit of testing and validation, I'm pleased to bring you our Alpha ColladaMaya 1.4 translator. It includes the export of physics and the beginning of our ColladaFX support. One of the new interesting feature that I want you to know about, specifically, is the bucketing of the transforms on import. The importer was refactored to handle almost any transformation ordering in the COLLADA scene nodes. It does that by first attempting to place the COLLADA transformations in Maya's transform stack and if this doesn't work, it samples the transforms and imports them as matrices. This works even if the transformations are animated. This is an important development, that was originally developed for Autodesk and should greatly improve inter-operability with 3dsMax and XSI. The only issue to look for is the wrapping of the Euler rotations. This build also includes a patch from our user: Nathan Martz, who contributed two export options: set inclusion/exclusion and the filter out of constraints, as well as some fixes. In my mind, this new build is a great way for you to start familiarizing yourself with COLLADA 1.4 and the schema changes. There are a few known issues with it: the export/import of blind data has been disabled and the import of CgFX/Physics is not yet complete. We welcome all feedback. Starting next week, we will bring back Weekly Development Builds. Our future plans for ColladaMaya include full ColladaFX support through a custom node, the import of physics through NIMA and further improving inter-operability with 3dsMax and XSI. You can get this new release here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.80.zip?download If you have any questions about COLLADA 1.4 and/or ColladaMaya, please feel free to ask! Sincerely, Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com <Currently migrating to the @feelingsoftware.com domain, please update your address books!> Recent Changes: ------------------------------------------------------------------------ 22/11/05 (Release 0.80) (gla...@fe...) Code Merge: Merged code from Nathan Martz, of Double Fine: set exclusion/inclusion with export option, export option to filter out the constraints and a few fixes to animation timings and COLLADA id generation. 21/11/05 (gla...@fe...) After three weeks of daring my hard-drive to die, this is what I completed: full FS import classes integration. Upgraded the exported to the COLLADA 1.4 RC2 schema, including upgrading to the standard effect materials. 07/11/05 (zh...@fe...) CG FX: Working effects importer is ready. Add <annotate name="Object"><string/></annotate> pointing to the light object when exporting a vector data. So that importer can setup the vector connection. Remember to perform "Delete Unused Nodes" before importing to avoid conflicted names. 05/11/05 (zh...@fe...) CG FX: empty cgfx node can be imported now under the new 1.4 structure CG FX: export cgfxshader to <library_effects/> and leave the refernece id in a <material/> 04/11/05 (zh...@fe...) CG FX: export effects to <library_materials/>, export images to <library_images/>, shader url can be imported now. 03/11/05 (zh...@fe...) CG FX: "TEXCOORD" semantic is now in the <polygon/> element inputs (cla...@fe...) Physics: Updated capsule export to respect the latest specification. Also added code to find the simplest euler configuration to match a given rotation matrix. Not tested much, but the heuristic (i.e. to take the dot prod of the euler angles as a metric to minimize) is intuitive and works for my simple examples. Added support in string builder class to append -INF and +INF if such values are passed as doubles or floats. Modified the rigid constraint code to use these values instead of +/- 180. Physics: Don't add an sid attribute to the <instance_physics_model> node. Physics: Distinguish Ageia rigid body definitions by appending a "-RB" at the end of their name. This is required since Ageia rigid bodies are transforms too, so the node export code will automatically create a visual scene <node> of the same name. 01/11/05 (gla...@fe...) FS Import Classes: First major step in integrating the FS Import classes: Abstract out the matrix and point classes for the FS classes to use and rid ourselves of the DAE_X parsing functions from DaeUtils.h. 31/10/05 (zh...@fe...) CG FX: Textures are exported to image library. |
From: Guillaume L. <gla...@fe...> - 2005-10-28 17:32:42
|
Hello everyone, This new weekly development build focuses once again on COLLADA 1.4. Christian has done quite a bit of work on merging the experimental physics project with the main ColladaMaya project. He's also been adding the export of the NIMA physical entities. I upgraded the export to export the strongly-typed elements for lights and cameras. For the import of COLLADA 1.4, we will start, soon, to integrate the technology built in conjunction with Autodesk and FSCView, to save programming effort. I would also like to welcome Jian Zhang to the project. He will focus mainly on the export and import of ColladaFX. ColladaFX has not yet been ratified, so his work is mostly prototyping, at this point. Stay tuned for a full export/import of the CG profile of ColladaFX. As well, I've added a "curve-constrain" sampling export option, on a user's request. This new export options enforces the export of sampled values within their animation curve's values. This export options doesn't work very well with "bake matrices", but will work nicely with all variable sampling functions. On a side note, last week's Development Build saw the split of the importer and the exporter. The reason for this was to have independent options for both. In order to split the importer and the exporter, we had to create new file-type identifiers for each. If Maya complains that it cannot find the "COLLADA" file type, you will need to access the export or import options dialog at least once to force Maya to update its cache. You can download this new build here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.79.zip?download Have a good week-end! Regards, Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com <Currently migrating to the @feelingsoftware.com domain, please update your address books!> _______________________________________________________________________________ Recent Changes: 28/10/05 (Release 0.79) (gla...@fe...) Curve-Constrain Sampling: This is a request from the SF board: to constrain the sampled times to a curve's range. Implemented curve-constrain sampling for simple curves. Updated the documentation. COLLADA 1.4: Exporter upgrade. Upgrade the export of the camera library to COLLADA 1.4. Upgrade the export of the light library to COLLADA 1.4. Refactored the export of general, animated, parameters by abstracting out a few common code repetition. Upgrade the export of the skin controller, once more. Upgrade the export of the morph controller. 27/10/05 (cla...@fe...) Physics: Fixed both Native and Nima so that it exports the rigid body position and orientation as expected. Somehow the code had been disabled during the recent refactoring. Verified that both now work as expected. Physics: Implemented basic export of rigid constraint for Nima, including sharing of a bunch of functions with Native. 26/10/05 (zh...@fe...) CG FX: Textures, sampler2D, and samplerCUBE are now supported. CG FX: Replace material library with effect library. Export cgfxshader node while string, float, and color parameters are supported. (cla...@fe...) Nima physics: Unlike the Native rigid bodies, Ageia rigid bodies are derived from transforms, and they contain visual nodes. When visiting an Ageia rigid body, we must export the rigid body definition and instance, *and* export it as a transform so that the corresponding visual node and children are properly added to the visual scene. Nima physics: Export physics material for each rigid body. Also moved includePhysicsMaterial() method in the base class since its definition is identical across Ageia and Native. Nima physics: Continued sharing code between Nima and Native export. Nima export of physics scenes (including common params) and rigid body instances is now working. Verified that Native export has no regression. Physics: Corrected export of angular velocity, which wasn't fetching the right attributes and was exported in radians instead of degrees. Physics: Never export the "nimaInternalPhysics" group, since it's only used by Nima to work-around a Maya bug. Physics: Shared findRegularShapesForRigidBody. Verified that Native scenes have no regression. Physics: Shared a lot more code. Now exporting physics and regular shapes, including their transforms. Physics: Export Nima mass and density. 25/10/05 (gla...@fe...) COLLADA 1.4: <COLLADA> and <scene> elements: Changed the version from '1.4' to '1.4.0'. Added the <asset><created>. The same date as <modified> is currently exported. Export the visual scene library. Import and export the visual scenes, with backward compatibility for COLLADA 1.3. Allow for multiple visual scene libraries and look for the correct visual scene by id. (cla...@fe...) Physics: Added a class to handle export of Ageia/Nima physics. Currently, this is mostly a stub that is not yet enabled. Physics: Call the Ageia/Native includeRigidBody functions during traversal of the scene. 23/10/05 (cla...@fe...) Physics: Create <shape>, <dynamic>, <mass>, <density> and <mass_frame> in common technique, instead of directly under <rigid_body>. Also refactored code to share with Nima. Physics: Refactored the way rigid constraints attachments were created. They now get created under <physics_model><rigid_constraint>. Use "body" attribute on attachment for rigid body attachment, or "target" attribute on <instance_rigid_constraint> for visual node attachment. Added a DAE_AddElement that takes a bool as input. Physics: Moved rigid constraint limits and other parameters under the common technique where they belong. Also fixed <interpenetrate> to use boolean instead of numerical value. Physics: Updated most of the common-profile parameters for rigid constraint to the latest spec, e.g. <limits><linear><min>0 0 0</min><max>0 0 0</max><limits>. Physics: Updated spring element to latest spec. Physics: Extensive refactoring of the way shapes are handled, to reuse as much code as possible with Nima export. Also removed some code paths that were not supported or were so rarely used that they were not worth the maintenance hassle. 22/10/05 (cla...@fe...) Physics: Refactored Collada physics code, in preparation for Nima export support: created a base library class (DaeBaseLibrary), from which two new libraries are derived: DaePhysicsModelLibrary and DaePhysicsSceneLibrary. Created a new DaePhysicsScene abstract class from which two engine-specific scene classes will be derived: DaeNativePhysicsScene (for Maya native rigid body dynamics) and DaeAgeiaPhysicsScene (for Ageia/Novodex/Nima). Also continued updating the code for Collada Physics 1.4: Define rigid bodies in a <physics_model> inside its library. Physics: Moved code to export physics scene's common-profile technique in base scene class, so it can be reused for Nima export. No longer use parameter multi-representation for stuff inside technique, i.e. use <gravity>0 -9.8 0</gravity> instead of <gravity><float3>0 -9.8 0</float3></gravity>. Use lowercase "gravity", "timestep" instead of uppercase. Physics: Moved code to export physics material common-profile technique in base scene class, so it can be reused for Nima export. No longer use parameter multi-representation for that either. Use lowercase element names. Use <restitution>, not <elasticity>. Physics: Added physics material library. Removed COLLADA_X_SEMANTIC, *XY* since the anisotropic friction won't be supported in Collada Physics 1.4. Physics: Use the physics material library instead of the regular material library. Physics: Use <linear_velocity>20. 0 0</linear_velocity> instead of <INITIAL_LINEAR_VELOCITY><float3>20. 0 0</float3></INITIAL_LINEAR_VELOCITY>. Same for angular velocity. Also, put that stuff in a technique, but only if that technique will contain non-default parameters. Otherwise we'd end up wasting space. Eliminate utility functions to export in parameter-multi-representation, since only the prototype physics code was using it and it's no longer part of the spec. Physics: No longer use <instance/> node. Instead, instance rigid bodies and constraints directly under <instance_physics_model>. Also, use <instance_rigid_body> and <instance_rigid_constraint> instead of <rigid_body> and <rigid_constraint>. Also, <instance_rigid_body> doesn't need id attribute, and uses body attribute instead of url to refer to a rigid body definition. Extracted rigid body export code in base class for reuse when exporting Nima. Physics: <rigid_body> has an sid, not an id. Use relative addressing when instancing: <instance_rigid_body body="./someRigidBody" target="#someVisualNode">. Since we're using relative addressing, we can now keep the names shorter since they don't need to be unique. (They just need to be unique within rigid bodies and constraints in a given physics model.) Reorganized the utility methods in the base scene class, for consistency. Physics: <rigid_constraint> has an sid, not an id. Use relative addressing when instancing: <instance_rigid_constraint constraint="./someConstraint">. 21/10/05 (cla...@fe...) Physics: The "Physics" plug-in has been removed from ColladaMaya. The only usefulness of that plug-in was the physics shape, that allowed a user to create a capsule, ellipsoid, etc. Nima (Novodex for Maya) has a much improved physics shape, so the ColladaMaya physics project is completely obsolete. Nima is free, open-source and actively maintained, unlike the old physicsShape which hasn't been updated in months. Note that the protope Physics export support is still functional and will be updated to the (almost) final Collada 1.4 physics spec over the next week or so. Physics: In the long term, a lower-level dll should be used to bridge translation units with ColladaMaya. It would allow a different plug-in (e.g. Nima) to register callbacks for a given node type (e.g. "nxRigidBody?, and to fill some XML node with extra data. Likewise, it could eventually be used during import. Right now, Ageia's import/export library isn't fully functional yet, so there is not much point in designing or implementing such a mechanism immediately. Physics: In the short term, I'm planning to make an abstract class for some of the physics functionality, and to derive one version for Maya native and one for Nima. Only the regular methods to read attribute values will be used, so ColladaMaya will not have a direct dependency on Nima. Physics: Removed colladaPhysics scripts. Physics: Started updating Collada physics to latest spec. Use <library_physics_scene> instead of <library type="PHYSICS">. Use <physics_scene> instead of <physics_environment>. Physics: Use <instance_physics_model> instead of <physics_environment>/<node>. Physics: Renamed DaePhysicsLibrary.[h/cpp] to DaePhysicsNativeScene. |
From: Guillaume L. <gla...@fe...> - 2005-10-20 16:41:17
|
Hello everyone, There was some issue identified with the per-vertex normal in version 1.3.3 (0.74). This issue was promptly fixed and I have released this new version that add just this fix. This issue was also present in the main development branch, so it was integrated back in the main branch. The main branch is slowly advancing to COLLADA 1.4, with the import of the animation source clips. That work is still on-going and we'll be included in tomorrow's Weekly Development Build. You can get this new version here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.77.zip?download Regards, Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com <Currently migrating to the @feelingsoftware.com domain, please update your address books!> Recent Changes: (Stable branch) ------------------------------------------------------------------------- 20/10/05 (Release 1.3.4 - 0.77) (gla...@fe...) SourceForge #1333283: Normals Problems: Fixed the export of the per-vertex skin's bind shape normals in version 1.3.3. Fixed the import of a skin' normals when per-vertex. Corrected the export of the per-vertex normals. Turns out that per-vertex normals were re-computed on export, so re-index the unordered per-vertex normals, rather than attempt to grab the vertex normals directly. Recent Changes: (Main branch) ------------------------------------------------------------------------- 20/10/05 (gla...@fe...) SourceForge #1333283: Normals Problems: Fixed the export of the per-vertex skin's bind shape normals in version 1.3.3. Fixed the import of a skin' normals when per-vertex. Corrected the export of the per-vertex normals. Turns out that per-vertex normals were re-computed on export, so re-index the unordered per-vertex normals, rather than attempt to grab the vertex normals directly. 17/10/05 (gla...@fe...) Animation Clip Import/Export: Restore the state of animation import/export to be stable, until I can finish my work on clip import/export. 16/10/05 (gla...@fe...) Animation Clip Import/Export: Enforce the ordering, on import, of the libraries: the animation clip library must always be read after the animation library. Retrieve all the curves under the animation input for each <animation_clip><input> node of a clip, then simply attach them to the clip for now. Later, we'll need curve segmentation here. Intercept the curve creation, so that if it is assigned a clip, the animation clip library will load it. Buffer the imported character nodes with the corresponding plugs, in order to re-use the character nodes correctly, across clips. 15/10/05 (gla...@fe...) Animation Clip Import/Export: Refactor the animation import code to use the DaeAnimationCurve class and to import all the curves right away. This is necessary for curve-splitting. Moved the Maya 'animCurveXX' creation code to the DaeAnimationCurve class. Import the animation clip library right after the animation library: read in the animation clips and find the clips' imported curve segments within the animation library. Corrected my error in the export, where the channel id is written in the clip's <input> element, rather than the animation's id. Moved the export code for the animation curve, to the animation curve class. Refactor the animation library import buffering to contain the hierarchical animation structure. Added search functionalities to the animation tree. |
From: Guillaume L. <gui...@gm...> - 2005-10-14 17:57:51
|
Hello everyone, This week saw the start of an important new feature of generic COLLADA 1.4: the export of animation clips. In this new Weekly Development Build, you can now export the source clip information, where each source clip exports its curves independantly. A new library was added to contain the clips and they have <input> elements which point to the each clip's curves. There was also a bit of refactoring in the plugin, centered around the animation system. You can get this new build here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.76.zi= p?download Sincerely, Guillaume Laforte Feeling Software Inc. Recent Changes: ----------------------------------------------------- 14/10/05 (Release 0.76) =09(gla...@fe...) =09Animation Clip Export: Moved the curve creation function out of DaeAnimationLibrary and into DaeAnimationCurve. Added function to DaeAnimationCurve to apply a sample type and a conversion factor. When checking for an animation, return the fact that a character was found, instead. When a character is found, grab the curve from the animation clip library. Buffer the clip information for each character, to save processing time and to pre-create the clip data. When comes the time to export the clip library, actually create all the XML nodes from the buffered clip information. Changed the animation curve export function to return the channel Id. Adding a prefix to the animation curve ids, since they are not unique anymore. 13/10/05 =09(gla...@fe...) =09Refactoring: Some refactoring of the code to improve writability and consistency. Removed the useless startUp, cleanUp, reset functions to use the constructors and destructors instead. General renaming of stuff: member functions should start with a capital letter. Camel-case the member variables. Improved the project file organization... =09Animation Clips: Added the DaeAnimationClipExporter class. Took the opportunity to get rid of bounding box support, since that's removed in COLLADA 1.4. Modified the CAnimationHelper::IsAnimated() function to check for a character node. When the plug is animated, the animation clip library is called to export the animated plug, which in turns calls the animation library for each curves to output. Added DaeAnimationCurve class that will contain one animation curve, and allow for the interleaving of curves. This will reduce the problem to a more manageable level. Refactor the animation library to write out only DaeAnimationCurve object and to produce them. |
From: Guillaume L. <gui...@gm...> - 2005-10-07 15:53:23
|
Hi everyone! I have a new official build for you, today. I branched the code for Collada 1.3 one last time to bring you this last Collada 1.3 official build. All our efforts are now going towards COLLADA 1.4 support for ColladaMaya, so stay tuned for that! A weekly development build will also be done today, that includes our work on COLLADA 1.4. This build includes all the fixes done in the past month, without support for physics, COLLADA 1.4 lights. It does include the work on texture tangents. Since it is branched, if you find any issue with this build, please post them on the SourceForge trackers. The conformance test results have also been updated on the ColladaMaya homepage. You can get this new official build here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.74.zi= p?download Sincerely, Guillaume Laforte Feeling Software Inc. Recent Changes: --------------------------------------------- 07/10/05 (Release 1.3.3 - 0.74) =09(gla...@fe...) =09Versioning: Small versioning change from Kevin Thacker 04/10/05 =09(gla...@fe...) =09COLLADA 1.4 Skinning: Took out the 'exportControllerTargets' export options, as these are now mandatory. Implemented COLLADA 1.4 skinning export: bake the transform matrix into the bind-shape, export the bind-shape in the geometry library, modify the exported structure. =09COLLADA 1.4 Skinning: Implemented the import of COLLADA 1.4 skinning, while keeping backward compatibility with COLLADA 1.3. 01/10/05 =09(gla...@fe...) =09COLLADA 1.4 Lights: All Maya-specific parameters are in <extra><technique profile=3D"MAYA">. =09COLLADA 1.4 General: Took out the flow attribute on parameters. |
From: Guillaume L. <gui...@gm...> - 2005-10-02 18:33:40
|
Hi everyone, There is no weekly development build last week, as there was no movement in the ColladaMaya plug-in. Instead, all the COLLADA partners got together for the COLLADA 1.4 Face-to-face meeting, nicely hosted by Nokia in Dallas, TX. This discussion meeting saw many interesting changes and quite a few unexpected modifications to the COLLADA specifications. In a couple of days, when all the dust has settled, I'll continue working on the general COLLADA 1.4 changes and integrating the code changes provided by our users. Some modifications will also be done, to what I have already done for COLLADA 1.4. ColladaMaya will strive to be backward compatible with COLLADA 1.3.1 documents, but here's my warning: if you intend to upgrade to COLLADA 1.4, you will need to modify your current importer. Hopefully, these modifications should be minor. If you have specific questions about what will be in COLLADA 1.4 or the status of a feature you are looking forward to, feel free to contact me! Sincerely, Guillaume Laforte Feeling Software Inc. |
From: Guillaume L. <gui...@gm...> - 2005-09-24 14:40:27
|
Hello everyone, I implemented two interesting features this week. First, the export/import of matrix animation will now work fully. As Maya, 3dsMax and XSI use very different transform stacks, forcing the baking of the matrices on export when doing data interchange may be necessary. Second, I implemented the current COLLADA 1.4 morph target proposal. The support for blend shapes is not backward compatible. This is one rare case as, I don't expect other backward compability problems, going into COLLADA 1.4. There's a few other developments. Ray Donnelly contributed a nice piece of code to support Maya's notes on transforms, geometries and cameras. Thanks Ray. Most transform-based nodes will now export in the scene graph: place3dTexture, lookAt, constraints, etc. You can the latest version of the plug-in here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.73.zi= p?download Have a good week-end! Guillaume Laforte Feeling Software Inc. --------------------------------------------------------- Recent Changes: 23/09/05 (Release 0.73) =09(gla...@fe...) =09Orthographic Camera Import: The orthographic width parameter, for orthographic cameras, is halved, once imported into ColladaMaya. Added conversion function when importing the orthographic left/right. =09COLLADA 1.4 Morph Targets: THIS CHANGE IS NOT BACKWARD COMPATIBLE. Refactored the export of blend shapes to reside with the other controller: the skin cluster. Order the export of the controllers of a mesh so that a morph controller can be the base mesh of a skin controller. Implemented the export of the morph controller, according to Andy's samples and Joshua's proposal. Implemented the ordered import of the morph controllers. Refactored the creation of the controller's target, as it may be a controller or a geometry. 22/09/05 =09(gla...@fe...) =09Matrix Animation Import: That's one very important import feature that is currently missing. This allows the import of data from any DCC tools, whatever the strangeness of their transform stack. Add to the possible animated elements, the <transform> element with the associated 'matrix' plug. When importing the animations, if you are loading a kMatrix value-type of animation, go through a special path instead of creating animation curves. Read the COLLADA animation matrices one by one, set them on the node and use a MEL command to set a key on all the animation curves. The MEL command is too slow, so create the animation curves for the transform plugs and assign them animation keys according to the decomposed matrix factors. The shear factors are not 'animatable', according to Maya, so force the animation curve unto them. =09Merged in Ray Donnelli's change for the import/export of Maya's notes, described below. =09(ra...@nu...) =09Added importing and exporting of the Maya notes attribute for meshes/geometries and transforms/nodes. 19/09/05 =09(gla...@fe...) =09SourceForge #1295342: No animation is currently exported when "Bake Transforms" is enabled. This was because the plug was not being cached for sampling. Fixed the <accessor> element export and its parameters, which had wrong attributes: type was "float" instead of "float4x4", name was empty and is now "matrix", the stride was missing: it is now "16". =09Rotation Transform Animation: For non-Maya transforms, only load the first identified rotation's animation. 18/09/05 =09(gla...@fe...) =09Multiple Controller Instance Ordering: This is an issue when the order of the controller instances is wrong. This happens with data from 3dsMax. Ensure that instances are created to the mesh node, rather than the transform. Ensure that the instantiation happens after the controller has been completely created, by buffering them, when found, in the controller library. |
From: Guillaume L. <gui...@gm...> - 2005-09-16 19:07:42
|
Hello everyone! This week's work was centered on improving Maya 7.0 support. Color sets are now used, in Maya 7.0 to import per-vertex colors. Multiple color sets can now be exported also. If you have Maya 6.X files containing vertex colo= rs that are you trying to export into Collada, please first ensure that they are using color sets correctly, otherwise you may loose this information. The Mac XCode project now has a functioning Maya 7.0 target. There's been a few interested bug fixes, also, related to transformations: the <skew> element angle is now in degrees and the order of the rotations is now taken into consideration only once when importing non-ColladaMaya documents. With our work on the Collada exporter for 3dsMax, expect a much improved inter-operability between Maya and Max! You can download this new Weekly Development Build here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.72.zi= p?download As always, we welcome your feedback, issues, questions and/or user patches. Have a good weekend! Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com Recent Changes: 16/09/05 (Release 0.72) =09(gla...@fe...) =09Tranforms: Fixed the import of 3dsMax' scale-basis change. 15/09/05 =09(gla...@fe...) =09Corrected out MAC's line end on most files. =09SourceForge #1287883: Maya 7.0 Color Sets. Implemented the export: check the number of color sets in the mesh, match the color set names with the names in the plugs to identify the correct base plug for each logical index. Grab the per-vertex colors directly from the plugs and export any animation curves attached. Since the number of color sets is not previous known, I cannot create the sources correctly, so I split my export function into two: one that collects the names and the base plugs, and a second function to collect the color data and animations for one color set. =09SourceForge #1287883: Maya 7.0 Color Sets. Tested with one and two color sets. Implemented the import of color sets on Maya 7.0. Import both vertex and face-vertex colors together, using the plugs directly and check for animations. Tested import with Maya 6.5 data and with old Collada animated data. 14/09/05 =09(gla...@fe...) =09SourceForge #1290964: This issue is with the rotation order change, which is applied twice when 'out-of-order' rotations do not sport the expected "sid" parameters. The ColladaMaya importer will now try to recognize the axis before applying the rotation on the transformation matrix, so that animations and the rotation order can be evaluated correctly. =09Small Fix: Fixed the skew angles to be in degrees. =09MAC Maya 7.0: Fixed linking target problems for Maya 7.0. Added PCH compilation through StdAfx.h |
From: Guillaume L. <gui...@gm...> - 2005-09-12 16:20:12
|
Hello Everyone! This weekly release comes a few days late. There were only a few bug fixes= =20 to the ColladaMaya translator, last week. These are related to the export of=20 per-vertex coloration and UV sets, as well as animated light parameters and the MAC version. You can get this new build here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.71.zi= p?download Sincerely, Guillaume Laforte Feeling Software http://www.feelingsoftware.com ------------------------------------------------ Recent Changes: 12/09/05 (Release 0.71) 11/09/05 (gla...@fe...) SourceForge #1283335: When gathering face-vertex colors, keep the vertex=20 colors. If we have per-vertex colors, then replace the gathered vertex=20 colors with the per-vertex plug values only if the plug colors are=20 (0,0,0,1). 08/09/05 (gla...@fe...) Unordered UV set: From Kevin Thacker, when exporting unordered UV sets, get= =20 them in the plug's physical order. Light Animation Parameter: Added automatic sids for intensity, penumbra,=20 color and a few other animation parameters. 06/09/05 (gla...@fe...) Collada on MAC: Fixed compilation errors and warnings on Mac. Updated the= =20 documentation to mention copying the script files. Maya crashes when=20 exporting a simple plane or cube geometry: avoid freeing NULL when=20 retrieving empty Collada properties. |
From: Guillaume L. <gui...@gm...> - 2005-09-02 19:43:18
|
Hello everyone! Fall is coming, so is Collada 1.4! We're starting to make changes to ColladaMaya's non-physics part that are not yet ratified and may be a part of Collada 1.4. The first of these changes are related to the tangents and binormals(T/Bs). Specifically, the geometric T/Bs can now be exported under the TANGENT and BINORMAL semantics, they are tied directly to the normals in the tessellation. The texture T/Bs can now be exported as well, under the TEXTANGENT and TEXBINORMAL semantics. They are indexed together for each texture coordinate set and you'll notice that a binary insertion algorithm is used to compress them. The texture coordinate sets are defined using a new node: the <texcoord_set> node, which is used only to identify which T/Bs go with which texture coordinates. The export of geometric and texture T/Bs is activated through their respective export options. The second of these changes is one that I've personally been waiting a long time to do: placing the light parameters under a <technique> node. This allows ColladaMaya to export, under the Maya-specific profile, the "intensity" and "penumbra" parameters. The importer is backward compatible with the light parameter organization of Collada 1.3. Finally, the weights for the weighted animation curves have been moved from the Maya-specific profile to be inputs directly in the animation curve's <sampler> node. You can get this new version here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.70.zi= p?download Have a good weekend! Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com Recent Changes --------------------------- 02/09/05 (Release 0.70) =09(gla...@fe...) =09Tangents/Binormals Compression: Refactored my T/Bs compression code to be a binary inserting sort algorithm, which is O(2*n*ln(n)) 01/09/05 =09(gla...@fe...) =09Small Fix: Changed Transparency export so that the factor is always zero. We use the transparent color channel instead to have transparency. =09Small Fix: From Kevin Thacker for a multiple UV sets issue. It so happens that occasionnally, UV sets are not ordered properly and plugs are dirty. Match uvSets by name rather than assuming the plug indices match. =09Small Fix: Moved the IN_TANGENT_WEIGHT and OUT_TANGENT_WEIGHT inputs out of the Maya-specific techniques and into the sampler directly, as it is accepted to add new input semantics outside the COMMON profile directly with the other inputs. Kept the import code for backward compatibility. =09Collada 1.4 Lights: Moved the light parameters to be under a <technique> node. All the currently exported parameters are exported under the COMMON profile. Added the export of two important light parameters, under the Maya-specific profile: intensity and penumbra angle. Added the export of their animation and created a test case to test this out. Backward compatibility with Collada 1.3 is kept by batching all the parameters, whether they are under a <technique> node or not, before parsing them during the import. Added import of the two Maya-specific light parameters and their animation. =09Tangents/Binormals Compression: Implemented the brute force insert sort algorithm for tangents/binormal compression. Merge the texture T/Bs tessellation indices together for each texture coordinate set. Export the compressed T/Bs and keep the compressed T/Bs indices until the polygons are exported, as they are needed, as an extra level of indexing, for the tessellation. 29/08/05 =09(gla...@fe...) =09SourceForge #1275653: Tangents/Binormals (T/Bs) Support: Implemented the Collada 1.4 poll results for the new organization of T/Bs as follows. Added new export option for the texture T/Bs. Refactored the current T/B export code to actually calculate the geometric T/Bs using the normal vector. If the texture T/Bs are to be exported, then for each UV set, add the new <texcoord_set> node with the correct sources as input. Added the new TEXTANGENT and TEXBINORMAL semantics. The texture T/Bs are more complex than I originally thought, as they are always per-face, per-vertex, so I need to keep track of the total offset for each face. |
From: Guillaume L. <gui...@gm...> - 2005-08-26 14:53:45
|
Hello everyone! I have a new Weekly Development Build for you today: 0.69. It introduces conformance to the new Collada 1.3.1 specifications, which include the XFOV parameter for perspective cameras and the STEP interpolation method for animation curves. Please note that I already had implemented the STEP interpolation, but I had named it NONE. ColladaMaya will continue to import both values. Tan Meng Yue has done a good job with the Mac version. You should be able to compile it without changes, as long as you have the necessary software: "To compile on Tiger with XCode 2.1, it is important to select 'Cross-Develop Using Target SDK:' with the value 'Mac OS X 10.3.9' from the drop down list in the Project Info dialog box". Another important change is for those of you who did not install Maya in its default directory on Windows. You can now use our installation batch files and if you compile Maya yourself, you will not have to modify the project settings anymore. All you'll need to do is set a version-specific environment variable. More information on this in the documentation! You can download this new build here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.69.zi= p?download Have a good weekend! Guillaume Laforte Feeling Software Inc http://www.feelingsoftware.com ----------------------------------------------------------- Recent Changes: 26/08/05 (Release 0.69) 25/08/05 (gla...@fe...) Collada 1.3.1 Support: Added a new option block in the exporter, for camera= =20 options. Added two checkboxes to it for XFov and YFov. Added code to conver= t=20 focal length to XFov or YFov for animation purposes. Collada 1.3.1 Support: I had added "NONE" for step interpolation. Looks lik= e=20 Collada 1.3.1 defines it as "STEP", so I renamed the constant in my code. Maya Environment Settings: Added support for the MAYA_PATH50, MAYA_PATH601,= =20 MAYA_PATH65, MAYA_PATH70 environment variables. Modified the copyIntoMaya= =20 script files and the relevant project settings. These environment variables= =20 are not necessary for now, if you are using the standard directories. 21/08/05 (tm...@we...) Updated OS X XCode 2.1 project to include the HIAnimCache.cpp source and=20 also added various conditional compilation part to handle the way gcc-3.3retrieves variable references. itoa() is non ANSI so I have replaced it with sprintf() instead, isinf() is not supported well [supposedly deprecated] on= =20 OS X so I have simply not used it. NOTE: To compile on Tiger with XCode 2.1, it is important to select=20 "Cross-Develop Using Target SDK:" with the value "Mac OS X 10.3.9" from the= =20 drop down list in the Project Info dialog box. The reason this is important= =20 is because Maya6.5 was compiled prior to Tiger released hence, all the=20 runtime library are only linkable with the previous version of the operatin= g=20 system. Also note that the source code has to be compiled with gcc-3.3compiler (this is already done in the project settings) |
From: Guillaume L. <gui...@gm...> - 2005-08-19 19:32:07
|
Hello everyone! We introduce to you today the first Maya 7.0-compatible version of ColladaMaya. Inside this new Weekly Development Build, you will find compiled a release and a debug version of the plug-in for Maya 7.0. Since this would have included another 2.5 megs to download, I've decided to tackle a second time the removal of unused functionality from LibXML. This effectively reduces by half the memory footprint of the plug-in. If you experience any problem loading this new translator into Maya, please tell me right away! For our Mac users, please stay tuned for full Mac support, thanks to Tan Meng Yue. You can get this new version of the ColladaMaya translator here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.68.zi= p?download Have a good weekend! Guillaume Laforte Feeling Software Inc -------------------------------------------------------------- Recent Changes: 19/08/05 (Release 0.68) =09(gla...@fe...) =09LibXML cleanup: Another attempt at removing the unused functionality from LibXML: linking against a customized compilation of LibXML, without iconv or zlib. This reduces the memory footprint of the plug-in by half. =09Conformance Regressions: Checked out texturing on 04-010-03. Texturing fails on all the conformance tests with textures. This was an import regression introduced when switching file:/// to file://. 18/08/05 =09(gla...@fe...) =09Maya 7.0 version: Added the project settings to support Maya 7.0. Maya 7.0 compiles fine and seems to import/export without issues. 17/08/05 =09(gla...@fe...) =09Mac Version: Merged in the XCode project and changes made by Tan Meng Yu= e. 16/08/05 =09(gla...@fe...) =09SourceForge #1257586: This issue was an invalid constant value, which was promptly fixed. |
From: Guillaume L. <gui...@gm...> - 2005-08-10 17:24:18
|
Hi everyone! As we're getting closer to a refined Collada 1.4 specification, the ColladaMaya translator is getting pretty stable and bugfree! If you were at Siggraph, I hope you enjoyed the show floor and the Collada presentation. This new version includes one fix for the import of parented skinned meshes and a few performance optimizations. I would like to thank Kevin Thacker for the IK&constraint optimization. You can get this new version at: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.67.zi= p?download Sincerely, -------------------------------- Guillaume Laforte Feeling Software Inc. Recent Changes: ---------------------------------------------------------------------------= -------------- 10/08/05 (Release 1.3.2 - 0.67) =09(gla...@fe...) =09Parented Skinned Character: Fixed issue where a parented mesh, when skinned, became corrupted or re-import. This was due to one of Maya's fun invisible node: geometryMatrix, on the skin cluster that I wasn't setting, so it's now fixed. 09/08/05 =09(gla...@fe...) =09Performance Improvement: Suggested by Kevin Thacker, implemented the buffering of the sampled animations, processing them together doing one MGlobal::viewFrame for each sample time. MGlobal::viewFrame turned out to be very slow, as it includes a full rendering, use MAnimControl::setCurrentTime instead. Fixed some issue with baked transform matrices, where they have to be sampled if any one of the component for the node has to be sampled. 06/08/05 =09(gla...@fe...) =09Performance Improvement: Performance speed-up in array list element allocation. It was wrongly incrementing the element count by one. Performance speed-up in the <polygons> node parsing: traverse through the nodes only once, this spares us a large amount of unnecessary allocations. |
From: Guillaume L. <gui...@gm...> - 2005-07-22 19:48:49
|
Hello everyone. The past week has been quiet on the ColladaMaya front. We're actively fixing all the small regressions and other issues found: the instantiation of a mesh and that mesh as a target for a controller, a small regression in pre-Maya 6.5 versions with the skin cluster import, the export of relative vertex positions and their animations and the scale transforms with physica= l entities. You can get the new weekly development build: 0.66, here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.66.zi= p?download Siggraph is coming very soon! We will be present at the conference. There is a tech talk that will interest all of you, hosted by Sony Computer Entertainment about Collada: "COLLADA: An open Digital Asset Exchange Schema for the Interactive 3D Industry". This will be a great opportunity to hear about the upcoming developments in Collada as well as meet the people behind it! During this tech talk, companies using Collada will be mentioned and thanked for their support. If your company uses Collada and you would like to demonstrate your support for Collada and our translator, please contact us! The talk is Wednesday, August 3rd, from 1h00pm to 3h00pm, in Hall J, Room 1. I hope to see all of you there! Sincerely, Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com ------------------------------------------------------------------ Recent Changes: 22/07/05 (Release 0.66) (cla...@fe...) Physics: Fixed another bug reported by Stephen Hatcher: initial velocities= =20 belong under <rigid_body> instance, not as siblings. (gla...@fe...) SourceForge #1238600: Relative Vertex Position Animation. It seems this=20 feature is used also when applying manual vertex tweaks, which is very=20 common, so it now removes from the mesh positions only the non-animated=20 vertex position tweaks. 21/07/05 (cla...@fe...) Physics: Added a warning for rigid bodies that are exported with non-unit= =20 scale. Also removed code to export inertia tensor. It's not really used=20 anywhere yet, anyway, and I plan to rewrite that code once Nima is=20 completed. 20/07/05 (gla...@fe...) SourceForge #1241963: No animation of re-import. The given problem files=20 work perfectly on Maya 6.5, but some connection is not correctly done in=20 Maya 6.0.1, althought the DG graphs look perfect. Using the Maya Ascii file= =20 outputs of both controllers to find differences, I found that the problem i= s=20 that the "inputComponents" value plug for the connection nodes: "groupPart"= =20 is not set. Used the API classes to assign the correct value to this plug= =20 rather than the previously used MEL command. 18/07/05 (gla...@fe...) SourceForge #1238600: Exporting the difference between the current vertex= =20 positions and the current vertex position tweaks, instead of the current=20 vertex positions. 16/07/05 (gla...@fe...) SourceForge #1239214: Unable to instantiate both controller and controller= =20 target. The original geometry is instantiated, but it is also marked as=20 hidden so that the skinned mesh only shows. The following need to be done i= n=20 the right order for it to work: when a skin cluster is attached to a mesh,= =20 disconnect the mesh from the scene graph as well as mark it intermediary=20 only if there are no known instances of the geometry. Otherwise, reconnect= =20 that geometry when the other instance is created and reconnect the skinned= =20 mesh to use the wanted transform. Ensure that all meshes get the per-face= =20 shaders attached to them, only if necessary. |
From: Guillaume L. <gui...@gm...> - 2005-07-15 22:36:25
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Hello everyone! To finish the week well, we have another small release for you today. It includes fixes for a few issues related to holed geometry, negative=20 zeroes, partial UV sets and physics export. I added to my custom conformance test suite two new cases to verify the holed geometry and partial UV sets issues so that these features should remain in good shape from now on. One tool that is seldom used right now and is available to everyone is the SourceForge forums for ColladaMaya. If you have questions or want specific information about the plug-in, feel free to post! You can get the 0.65 release here: http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.65.zi= p?download Have a good weekend! Guillaume Laforte Feeling Software Inc http://www.feelingsoftware.ca Recent Changes: 15/07/05 (Release 0.65) (cla...@fe...) Physics: Fixed two bugs, reported by Stephen Hatcher. Two "url" attributes= =20 were generated in rigid_body instances. The first was supposed to be an=20 "id". The second bug was that an empty <convex_mesh> was sometimes=20 generated. After much discussion, I decided to go with Stan's proposal to= =20 insert a <vertices>/<input> referring to some existing vertex positions fro= m=20 regular geometry. (gla...@fe...) SourceForge #1239166: Holed geometry hangs the plug-in. Fixed the import of= =20 holed geometry. 14/07/05 (gla...@fe...) SourceForge #1237884: Added checks for values close to 0 when writing=20 doubles. 13/07/05 (gla...@fe...) SourceForge #1237772: Partial UV sets get discarded on import. Take a plane= ,=20 assign half the face to a textured material, export. On re-import, the=20 texture coordinates are missing. The array containing the texture coordinat= e=20 index counts, which is used when assigning the texture coordinates to=20 specific vertices was not initialized properly. Added a loop to initially= =20 reset all the index counts to zero. --=20 --------------------------- Guillaume Laforte Feeling Software Inc. |
From: Guillaume L. <gui...@gm...> - 2005-07-12 19:39:23
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Hello everyone! We are releasing a new build today with a few improvements: improved support for IK animations and joint clusters and clean-up of a few more "sid"s. There's also a few additions by Christian on the physics project: "I updated the physics export code to the very latest spec. Rigid bodies and rigid constraints are now defined and instanced in two steps. This version also includes a lot of minor fixes to conform to the spec." More importantly: we have migrated the issues database to use SourceForge's trackers. They are publicly available, so they are there for you to use. With them, you can see our progress on the features/issues that you submit. I've also updated the documentation and posted the latest conformance test results! You can get the new version of the plugin here:=20 http://prdownloads.sourceforge.net/colladamaya/ColladaPluginForMaya-0.64.zi= p?download Your feedback is always welcomed! Guillaume Laforte Feeling Software Inc. http://www.feelingsoftware.com -------------------------------------------------------------------------- Recent Changes: 12/07/05 (Release 0.64) (gla...@fe...) Mantis Issue #386: Fixed the validation to remove parenthesis from animatio= n=20 ids and completely remove <param> names when they are empty, rather than=20 export name=3D"". Mantis Issue #387: IK Conformance Tests. Fixed exception thrown when there= =20 are no weights associated with a controller's vertex. Fixed sampling of IK= =20 handle animations: the wrong time was being sampled by the animation cache.= =20 Improved the support of joint cluster export: fixed joint cluster iterator= =20 to skip groupParts nodes and tweak nodes. On import, support parented meshe= s=20 with same names when connecting using groups. 11/07/05 (gla...@fe...) Mantis Issues: #379: Removed the export of the "sid" attribute on the=20 <boundingbox>, <min> and <max> nodes. #378: When exporting a node's name is= =20 Collada, pass it through the string checker for invalid characters such as= =20 ':'. #377: Simplified the retrieval of a file texture's TexCoord set index. XML Schema Validation: Fixed a few more places where the exported name=20 attribute did not go through the string checker. Fixed regression with=20 shaded, skinned meshes. (cla...@fe...) Physics: modified physics material export to use the "multi-representation= =20 parameter" convention. Removed rigid body controllers. Physics: Set default rigid body's useMassOrDensity to "mass" for backward= =20 compatibility. Updated to latest spec: Use "rigid_body" instead of=20 "rigidbody". Use INITIAL_LINEAR_VELOCITY and INITIAL_ANGULAR_VELOCITY=20 instead of "initial_velocity" and "initial_angular_velocity", and use=20 multi-param representation for these two params. Use GRAVITY instead of=20 gravity.=20 Physics: <physics_environment> is now declared in <library type=3D"PHYSICS"= >=20 and referenced from <scene>.=20 Physics: Updated the params within the physics environment (e.g. default=20 gravity and timestep) to use multi-representation convention.=20 Physics: No longer export rigid body's initial position/orientation in=20 definition. Now, the correct way to get this information is from the scene. Physics: Finally updated the rigid body instancing to the latest spec! No= =20 longer export rigid body's initial position/orientation in definition. Now,= =20 the correct way to get this information is from the scene. |