OK I give up searching...could someone please tell if its actually possible to export collada from 3ds Max and load into Bullet?? If yes, how? Any plugin that works?
Thanks
Export collada from 3ds max and load into Bullet..
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Re: Export collada from 3ds max and load into Bullet..
We only support Maya through Dynamica plugin, exporting COLLADA .dae, and Blender using the .blend ReadBlend reader (see http://gamekit.googlecode.com)
For Max, you could try using the Havok tools, and converting the .hkx file to Bullet .dae, using hkx2dae.
Or check out the PhysX plugin for 3dsmax, it might export some COLLADA physics: http://sourceforge.net/projects/physxplugin
Both methods will require some more work though.
Thanks,
Erwin
For Max, you could try using the Havok tools, and converting the .hkx file to Bullet .dae, using hkx2dae.
Or check out the PhysX plugin for 3dsmax, it might export some COLLADA physics: http://sourceforge.net/projects/physxplugin
Both methods will require some more work though.
Thanks,
Erwin
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- Joined: Sat May 19, 2007 9:28 pm
Re: Export collada from 3ds max and load into Bullet..
I tried the Blender plugin but that didn't work correctly. The objects were not imported correctly into Bullet, and I didn't find an option to setup the physics properties of the objects. And I can't get to install the PhysX plugin for 3ds Max (I'm complaining here
), no luck then, really..
I'm trying the OpenCOLLADA plugin for 3ds Max, and it works =). But unfortunately it doesn't allow you to edit physics properties. Then, I'm assigning these by hand in the .dae file. But strange things are happening.. I setup a simple scene with a box, a cylinder and a sphere but only the box and the cylinder loads and the mass are not loaded correctly.
I couldn't attach the .dae file here (not even .zip), its returning me errors =/, then I pasted (part of it) it below =) (copy and paste into Notepad++ or something). Everything is OK as far as I can see, but the Bullet Collada loader is not loading it correctly. I wrote the physics stuff at the bottom, and it seems to be fine...
http://pastebin.com/f326065ac

I'm trying the OpenCOLLADA plugin for 3ds Max, and it works =). But unfortunately it doesn't allow you to edit physics properties. Then, I'm assigning these by hand in the .dae file. But strange things are happening.. I setup a simple scene with a box, a cylinder and a sphere but only the box and the cylinder loads and the mass are not loaded correctly.
I couldn't attach the .dae file here (not even .zip), its returning me errors =/, then I pasted (part of it) it below =) (copy and paste into Notepad++ or something). Everything is OK as far as I can see, but the Bullet Collada loader is not loading it correctly. I wrote the physics stuff at the bottom, and it seems to be fine...
http://pastebin.com/f326065ac
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Re: Export collada from 3ds max and load into Bullet..
Better to use pastebin next time 
If you can use Blender 2.49, the best option is using 'readblend', it can read the collision/rigidbody/constraint data straight from the .blend file.
The 'readblend' C/C++ code is dirty and work-in-progress, but it works well for .blend files from a 32bit little-endian Blender version.
You need 5 files: BulletBlendReader.cpp/.h, readblend.h, abs-file.h and blendtype.h, all in the gamekit/gamekit folder
(the readblend code will be improved and merged into Bullet/src/BulletUtils or something like that)
See http://gamekit.googlecode.com

If you can use Blender 2.49, the best option is using 'readblend', it can read the collision/rigidbody/constraint data straight from the .blend file.
The 'readblend' C/C++ code is dirty and work-in-progress, but it works well for .blend files from a 32bit little-endian Blender version.
You need 5 files: BulletBlendReader.cpp/.h, readblend.h, abs-file.h and blendtype.h, all in the gamekit/gamekit folder
(the readblend code will be improved and merged into Bullet/src/BulletUtils or something like that)
See http://gamekit.googlecode.com