POD CREATION FOR DUMMIES

This topic contains 11 replies, has 4 voices, and was last updated by  dgu 4 years, 5 months ago.

Viewing 12 posts - 1 through 12 (of 12 total)
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  • #31219

    dgu
    Member

    Dear Team

    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 🙂
    🙂
    david

    #37017

    Joe Davis
    Member

    Hi David,

    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

    Thanks,
    Joe

    #37018

    dgu
    Member

    the next release is going to be hot then 🙂

    #37019

    warmi
    Member

    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.

    #37020

    dgu
    Member

    Hello

    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
    thanks
    david

    #37021

    blamejane
    Member

    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.

    Thanks.

    Valerie

    #37022

    warmi
    Member

    Here you go .. you will probably have to change a few paths to get it compile….

    https://github.com/wrawdanik/LayoutPODExport

    #37023

    dgu
    Member

    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.

    david

    #37024

    warmi
    Member

    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).

    #37025

    warmi
    Member

    BTW .. I have another tool called Fbx2POD which converts FBX files to POD format … right now it is a part of a larger package ( including ASIMp to POD etc – http://assimp.sourceforge.net and some other unrelated stuff ) but I could clean it up and make it available as well.

    #37026

    dgu
    Member

    that will be wonderfull bro !! it s even more easier to understand ( i mean at least fbx format 🙂 )

    #37027

    dgu
    Member

    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 ???

    regards
    david

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