Looks like it could be hooked up for windows and linux as the download ( Collada-dom-2.2.zip ) has window and linux projects for building the dependencies.
Some notes:
/* Some notes */
// -Almost everything is ripped from the viewer example project - so nice that they bundle an xcode project!
// -To see their full demo app - look at colladaDome/mainPC.cpp
// -I needed to download the Cg framework from Nvidia ( its now bundled - so you shouldn’t need to grab it )
// -libminizip was built for ppc so I just included the src in the project.
// -I was getting bad crashes from CrtPrint which was being called internally - there was a note that CrtPrint would crash if passed arguments flags %s %i etc
// so I commented out the inside of CrtPrint and it ran fine.
// -To load a file drag it and all its resources to the sidebar of your project and then drag
// those files (once in the sidebar) down to the last Copy Files build phase inside of Targets->YourAppName->Copy File
/* To do */
// -Get files loading out of the data folder - tricky because .dae files reference other files.
// -Universal libs for everything ( uggg )
// -Make awesome projects!!
any idea why the activity of the cpu is so intensive when running the models? i get 49% on astroboy, 29% on the airplane, domino breaking is at 98% and face pyramics going to 88% on a 2ghz macbook…
a walkthrough on how to het abounding box for the bots would be so so cool.
here’s for a seconded to do list!!
I can’t get this to compile. When I first downloaded your files, the colladaDom/libminizip.a file had an absolute reference to the file on your computers location. I downloaded the collada files off of Sourceforge and relatively pointed the projects reference to collada-dom/dom/external-libs/minizip/mac/libminizip.a
Once I tried to compile, I got 2 errors. It appears to me the important part is “library not found for -lminizip”
Any ideas how I can resolve this issue?
thanks for this demo and all of your hard work on OF!
-Kyle
Thanks! Once I removed that library and added Cg.framework to my Mac’s Library/Frameworks folder the application launched. This is a very exciting demo!
Hey updated the project - libminizip is removed and CG.framework is copied inside of the app and has the correct path so it doesn’t need to be installed in your OS root.
Now that you’ve got some experience with the collada library, do you have any idea how difficult it would be to do the exact same thing in the opposite direction; I mean exporting a animation from OF to Collada…
Rendering a sequence of 10 thousand Obj files is not really funny, so this could be a great solution! Creating the animations inside OF and then editing them in a real 3D software, tweeking lights, materials and cameras!
this is literally one of the most exciting things i’ve seen in a long time!
amazing - i’m working on a visuals project at the moment and i’m working with an animator who was just today asking me if i can import/use 3-d models. perfect!
as a more general question about animated models, can the playback of animation be controlled? started/stopped/sped up/slowed down/jump to keyframe, etc?
brilliant! i’d be very interested in seeing that if you get around to doing it.
don’t want to hijack the thread whatsoever, but (apologies in advance)…
theo, you mentioned you’d managed to export collada from cinema 4d - did you need to use a plugin or anything to achieve this? my animator friend (who lives a long way away from me) is having trouble exporting collada files…just wondering if it involves anything non-standard.
[quote author=“mikeys”][quote author=“Apex”]
theo, you mentioned you’d managed to export collada from cinema 4d - did you need to use a plugin or anything to achieve this? my animator friend (who lives a long way away from me) is having trouble exporting collada files…just wondering if it involves anything non-standard.
interruption over![/quote][/quote]
I haven’t got animation exporting correctly from Cinema 4D - but I did get a regular model in fine.
I had to throw the file in my data folder then also drag it into the sidebar of my project and also from the sidebar down into the Copy Files phase of the build target ( also in the sidebar ) which copies the collada file to the App’s resource bundle.
For textures I had to make sure I exported the texture as TGA - and then manually edit the collada file to make sure the path for the texture just had the texture name and nothing else ( ie no absolute path ). Then make sure to add the texture / tga in the same way as the collada file to the xcode sidebar and Copy Files phase.
Thanks, I deleted everything and started again and it worked fine. As a matter of interest how is the skinning on astroBoy done ? I take it he is skinned.
I know this is not really an openframeworks topic - so If I’m out of subject tell me !
I was trying to link this dae library and the artoolkitplus ( I know this is not really an awesome idea ), and I had troubles with the dae CrtRenderer…
It seems that the dae renderer is totally independent of the positions of openGl, as It’s working only with his own camera.
glTranslatef for example don’t move the model…
I searched in a lot of forums, saw a post of someone having a workaround deleting the camera functions from the render() function, but as the library is pre compiled I can’t do that.
I tried as well the CrtRenderer.LoadMatrix() function with new coords but without any result.
In fact I had an afternoon trying to understand this without any succes !