Comments (16)
currently blocked by KhronosGroup/OpenCOLLADA#112
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This should be better already, but I'll make a full check.
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@fabrobinet can we close this?
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I need to double-check
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I need to double-check
Can we close this?
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no, still need to review all 3d entities and make sure they have the right ids.
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need to fix for animations - dev-8.
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need to fix for animations - dev-8.
Was this fixed?
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CC #235 (propagate names)
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@fabrobinet do you recall?
need to fix for animations - dev-8.
Was this fixed?
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@tfili can you evaluate this when your looking at name propagation (#235)?
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Just a quick look, the following look correct
COLLADA geometry -> glTF mesh
Lights
Cameras
Nodes
Materials
COLLADA controller -> glTF skin
Images
Looks like animations and scenes need to have the ID propagated before we can close this.
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How hard do you think it is?
from gltf.
@pjcozzi These are actually going to be pretty difficult. Animation handling is complicated because the converter flattens all animations for a node into a single animation, so preserving the ID doesn't make sense if there is more than one. If there is only one animation targeting a node, then it would make sense but the logic for the more complicated case makes it difficult.
As for scenes, OpenCOLLADA seems to be missing the getOriginalID()
accessor, so that why it was never done. There is a comment in there for it
//FIXME: should use this id -> visualScene->getOriginalId()
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OK, let's push this post 1.0. Can you create a new wiki page in this repo for COLLADA2GLTF limitations to document this? Then we'll close this issue.
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Created https://github.com/KhronosGroup/glTF/wiki/converter-limitations.
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