Hello.
I’m currently covertning collada files into my own game friendly format.
I have some questions about how the “sane” way to divide the information from collada.
let’s tak’e the seymore_plane as an example:
<node id="plane" name="plane">
<rotate sid="rotateZ">0 0 1 0</rotate>
<rotate sid="rotateY">0 1 0 0</rotate>
<rotate sid="rotateX">1 0 0 0</rotate>
<instance_geometry url="#planeShape-lib">
<bind_material>
<technique_common>
<instance_material symbol="matteSG" target="#matte">
<bind_vertex_input semantic="TEX0" input_semantic="TEXCOORD" input_set="0"/>
</instance_material>
<instance_material symbol="shineSG" target="#shine">
<bind_vertex_input semantic="TEX0" input_semantic="TEXCOORD" input_set="0"/>
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
<node id="prop" name="prop">
<translate sid="translate">0 0 5.40413</translate>
<rotate sid="rotateZ">0 0 1 15</rotate>
<rotate sid="rotateY">0 1 0 0</rotate>
<rotate sid="rotateX">1 0 0 0</rotate>
<instance_geometry url="#propShape-lib">
<bind_material>
<technique_common>
<instance_material symbol="shineSG" target="#shine">
<bind_vertex_input semantic="TEX0" input_semantic="TEXCOORD" input_set="0"/>
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
</node>
</node>
I’, really just intressted in the models, not light camera etc.
What I’m thinking right now is to take each Node that cotains geometry and make that into a separate model. each child of the node would become a model node.
in this case:
Model :plane
{
ModelNode:prop
}
now this is very straight forward.
What I’, worried about is if I would get something like this:
<node id="plane" name="plane">
<rotate sid="rotateZ">0 0 1 0</rotate>
<rotate sid="rotateY">0 1 0 0</rotate>
<rotate sid="rotateX">1 0 0 0</rotate>
<instance_geometry url="#planeShape-lib">
<bind_material>
<technique_common>
<instance_material symbol="matteSG" target="#matte">
<bind_vertex_input semantic="TEX0" input_semantic="TEXCOORD" input_set="0"/>
</instance_material>
<instance_material symbol="shineSG" target="#shine">
<bind_vertex_input semantic="TEX0" input_semantic="TEXCOORD" input_set="0"/>
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
<node id="prop" name="prop">
<translate sid="translate">0 0 5.40413</translate>
<rotate sid="rotateZ">0 0 1 15</rotate>
<rotate sid="rotateY">0 1 0 0</rotate>
<rotate sid="rotateX">1 0 0 0</rotate>
<instance_geometry url="#propShape-lib">
<bind_material>
<technique_common>
<instance_material symbol="shineSG" target="#shine">
<bind_vertex_input semantic="TEX0" input_semantic="TEXCOORD" input_set="0"/>
</instance_material>
</technique_common>
</bind_material>
</instance_geometry>
<node id="prop_detal" name="prop_detail">
<info.....>
</node>
</node>
</node>
There could be nodes that has nodes that has nodes and so on, right?
I really would’t like to end up like that in a game format.
I’s it reasonable/fair to trust the 3D artist not to model in such a way?
//HermanssoN