On 4/21/06, Adam Sale <adamsale(at)shaw.ca> wrote:
> Is Collada all its hyped up to be?
It's definitely the best open-standard XML-based 3D asset interchange
format backed by Sony that been been released in the last 18 months or
so.
> Do any of you use it in production right now?
Yes, I've heard several game companies using it in production.
> how does it work with bones and rigs betwixt the two softwares? good, bad, ugly?
Bones are fine. Rigs with constraints, driven keys, etc. forget it.
Not even FBX can do that correctly between Maya and Motionbuilder.
> How about shaders? How well does it port shaders across softwares?
> I understand the limitations of shader transfer are based on the kinds
> of shaders both parties host natively, but for the sake of simplicity, say
> I had a color, spec, bump, occlusion and displacement on an object?
> Does Collada transfer the trees over intact?
"Common profile" stuff like diffuse, specular and bump maps should not
be a problem. Occlusion and displacement, dunno. Honestly I haven't
looked at Collada FX closely enough to give you an opinion on that
aspect of things, but I hear it's supposed to be good.
- Chris
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