OpenCOLLADA | new implementation of a 3ds Max | Plugin library
kandi X-RAY | OpenCOLLADA Summary
kandi X-RAY | OpenCOLLADA Summary
COLLADAMax and COLLADAMaya are new implementation of a 3ds Max or Maya plug-ins to export scene or parts of it to a COLLADA file, released under an MIT-license. In contrast to other existing COLLADA exporters, these new plug-ins do not store the COLLADA document in an intermidiate data model but writes it directly to file. This leads to a dramatic reduction of memory consumption and to much better performance. For more information about the plug-ins and how to build them, please read the README files in COLLADAMax and COLLADAMaya directories. For information about how to build OpenCOLLADA under linux and mac OSX usings SCons, please read the BUILD file.
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OpenCOLLADA Key Features
OpenCOLLADA Examples and Code Snippets
Community Discussions
Trending Discussions on OpenCOLLADA
QUESTION
Whenever I try to run gradle task runDebugExecutableLinux
, the following happens...
ANSWER
Answered 2019-Jul-24 at 12:00This issue should be gone in the 1.3.41
release. But in this case, something went wrong.
In the error message, there is version info:
- Source files: Main.kt
- Compiler version info: Konan: 1.3.1 / Kotlin: 1.3.40
- Output kind: PROGRAM
But as I saw in the build script, you used 1.3.41
version of the multiplatform plugin. So, I recommend checking the /.konan/
folder, where the compiler is stored. Sometimes it's content can be defected, it's better to delete it manually, and let the Gradle re-download everything.
QUESTION
I'm trying to carefully word this question because the problem doesn't appear to be that the animation isn't being imported. I can see the animation as in the scene graph, and I can play the animation in Xcode; the issue is then locating the animation as an attribute to any of the objects. This is what I can see in the scene graph:
But, when I try and locate the animation here:
... nothing appears. So, it seems that it isn't importing the animation as a CAAnimation
object with a key.
I have tried to programmatically enumerate through the child nodes to find any CAAnimation
objects, but it doesn't see any. Other scenes work perfectly however.
What do I need to add to the DAE file to get it to build the CAAnimation
object properly?
Worth pointing out that the 3D model and animation was exported from 3DS Max using OpenCollada. I don't know what the best practices are for exporting collada to SceneKit, and if anyone has any useful information that would be great. Apple don't seem to have anything.
...ANSWER
Answered 2018-Jan-03 at 09:48The SceneKit editor in Xcode does not display the root node in the scene graph view, and it might be the one that holds the animation.
You should be able to retrieve the root node's animation programmatically.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install OpenCOLLADA
USE_STATIC (ON) - Build static libraries, mutually exlusive with USE_SHARED.
USE_SHARED (OFF) - Build shared libraries, available currently only on Unix-like environments.
USE_LIBXML (ON) - Use LibXml2 parser.
USE_EXPAT (OFF) - Use expat parser. Unsupported currently. Do not use.
USE_STATIC_MSVC_RUNTIME (OFF) - Use static version of the MSVC run-time library, Windows/MSVC-only. Increases the size of the binaries, but is useful e.g. when wanting to build a standalone application that uses OpenCOLLADA with no runtime dependencies. Requires that all dependencies in the project use the same run-time library option.
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