- April 5, 2013 at 10:27 am #31219
Will you consider to make the pod exporter (from collada or max ) OPENSOURCE , to see the detail of the pod creation using your TOOLS API ?
If not will you then consider a sample of POD Creation using your TOOL API, starting only by triangles definition and indices.
Adding animation information dynamically at specific frame will be a most there is so much derivative of that in gaming…..
we could then have the freedom of profiling , experimenting , in the result people will love the Api even more 🙂
That will help aloooooooot 🙂
davidApril 5, 2013 at 11:20 am #37017
Thanks for the feedback. I’ve filed this request into our system. We’ll try to make the process of exporting and using the data clearer/simpiler in a future release
JoeApril 10, 2013 at 7:47 pm #37019
It is actually very simple … I mean, all you need is the SDK itself and looking at the docs and source code I had no trouble writing animation/static POD exporter for Lightwave.April 11, 2013 at 7:41 am #37020
When i saw the doc about geometry sort i stopped right away 🙂
will you share the exporter code then ?
By my side i am using 3d max , i created script that export some animation data, use for interpolation mainly and i am ready to share my script on demand
davidMay 13, 2013 at 12:10 am #37021
It is actually very simple … I mean, all you need is the SDK itself and looking at the docs and source code I had no trouble writing animation/static POD exporter for Lightwave.
Warmi, would you consider sharing your pod exporter? I’m using modo, and can’t seem to get character animation working. I suspect it’s the pvrgeoPOD utiilty I’m using. I wish img tec had more pluguns available.
My simple character test is a simple leg mesh with a skeleton bound to the mesh. I’ve done a quick 40 second animation and exported to collada (dae) format. Then I use the pvrGeoPOD utility to convert the collada file to a POD file. Unfortunately when viewing in pvrShaman I don’t see the animation happening. I suspect the problem is the skinning export as the pvrGeoPOD docs say there are limitations.
ValerieMay 13, 2013 at 1:18 am #37022May 13, 2013 at 10:02 am #37023
Thanks Warmi, that is very cool, very useful , i hope the SDK team will provide more sample to help us to develop import export tools as well.
davidMay 13, 2013 at 1:57 pm #37024
This is 3 years old non-64 bit safe code using old OGLES lib in /dependencies etc… if you just want to see how PODs are serialized , you can look at Database.cpp at bool SceneInventory::serializeToPODFile(QString fileName).
Geometry sorting is done inside of void SceneInventory::sortGeometry(SPODMesh *mesh).May 13, 2013 at 2:06 pm #37025May 13, 2013 at 3:09 pm #37026
that will be wonderfull bro !! it s even more easier to understand ( i mean at least fbx format 🙂 )May 13, 2013 at 3:14 pm #37027
aie aie aie , the forum doesnt order comment by a timeline manner , all post are mixed order by my side !!!
About your code , it s very helpfull ,well writen to be understandable.
I will be interested by your fbx as it s closer to my autodesk creation tool.i believe that could be usefull to our communauty ???