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fix COLLADA export of vertex attributes (multi texture, normal-less, ...)
Closed, ResolvedPublicPATCH

Description

Hi,

this changes the behavior of the current COLLADA export so that

- more than one UV layer will be exported with correct offset
- normals can be omitted by using a SHADELESS material

The "shadeless" support may need discussion, but IMHO I don't want normals in shadeless materials.

How: for each texture channel set the mapping to UV and add a distinct UV set to your mesh. Set the view to multitexture/GLSL and switch between the UV maps to edit them. Export to collada to get different UV sets exported.

<polylist material="xxx" count="1">
<input semantic="VERTEX" source="#Plane-mesh-vertices" offset="0"/>
<input semantic="NORMAL" source="#Plane-mesh-normals" offset="1"/> <!-- this would be emitted if SHADELESS is on -->
<input semantic="TEXCOORD" source="#Plane-mesh-map-0" offset="2" set="0"/>
<input semantic="TEXCOORD" source="#Plane-mesh-map-1" offset="3" set="1"/>
<input semantic="TEXCOORD" source="#Plane-mesh-map-2" offset="4" set="2"/>
<input semantic="TEXCOORD" source="#Plane-mesh-map-3" offset="5" set="3"/>
<input semantic="TEXCOORD" source="#Plane-mesh-map-4" offset="6" set="4"/>
<input semantic="TEXCOORD" source="#Plane-mesh-map-5" offset="7" set="5"/>
...

have fun!

Event Timeline

Assigning to Arystanbek. Thanks for the patch.

superseded by http://projects.blender.org/tracker/?func=detail&atid=127&aid=31523&group_id=9

Patch is superseded by http://projects.blender.org/tracker/?func=detail&aid=31523&group_id=9&atid=127
Closed after feedback from Daniel Balster.

Gaia Clary (gaiaclary) changed the task status from Unknown Status to Resolved.Jun 12 2012, 11:39 PM