From time to time we will inform the community of certain areas of Skyline Development. If we have decided to add a new features or new demos in development etc we will try to make a post in this topic.Feel free to leave your comments to help encourage out development team ; )

Skyline Assimp Loader

Skyline Assimp Loader

Postby SolarPortal » 15 Dec 2012, 13:15

We have had our first success loading a .dae mesh file format into skyline.

The .dae file is converted and spits out a .mesh and .material file, for use inside the engine.
The material instantly went into the material editor and worked after tangent upgrades. :D

Image

Hopefully, it shall be completed for the final release of this year. :D
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Re: Skyline Assimp Loader

Postby ant0N » 15 Dec 2012, 13:28

the good news! beautiful building :)
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Re: Skyline Assimp Loader

Postby SolarPortal » 15 Dec 2012, 13:38

it is a dexsoft asset, part of the Modern building pack:
http://www.dexsoft-games.com/

i'm going to try some other file formats now and will post back with some results :D
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Re: Skyline Assimp Loader

Postby Ellement » 15 Dec 2012, 15:18

Great job guys , cannot wait for the release, :D
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Re: Skyline Assimp Loader

Postby SolarPortal » 15 Dec 2012, 16:56

so far, i have had full success with models only (no animations):

Converted successfully and materials made successfully
  • dae
  • lwo
  • obj

Not successful with meshes or materials
  • ms3d: Smoothing group issues, but materials work
  • lxo: No materials
  • x: smoothing group issues and came in 180 degrees on the Y Axis, but materials work

I have only tested one model so far in the different formats it has, other models may work better than others.
My best choice for a format so far is .dae.

Assimp does not seem to have a .fbx import, strange, ill look into another way of getting support for FBX Models :D

Heres a quick image:
Image
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Re: Skyline Assimp Loader

Postby ant0N » 15 Dec 2012, 17:48

I believe in the FBX! FBX was the best in all engines, with whom I had to deal. :D
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Re: Skyline Assimp Loader

Postby Nobby » 15 Dec 2012, 18:00

[quote="SolarPortal"]My best choice for a format so far is .dae.[/quote]
Collada (DAE) import would be great. Secondlife has also implemented mesh import via collada import, included rigged meshes.

see http://wiki.secondlife.com/wiki/Mesh/Creating_a_mesh

Many 3D Tools are supporting Collada.

see http://www.collada.org/mediawiki/index. ... _directory

So in my view Collada (DAE) would be a great default import/export format.

I'm just fighting with the Ogre Max exporter. It's not a smooth solution imho.


*offtopic on*
why bbs code isn't enabled in my posts? "Enable BBCode by default" is ON in my user control panel.
*offtopic off*
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Re: Skyline Assimp Loader

Postby SolarPortal » 15 Dec 2012, 23:00

I have had one character in through .dae but with only one animation so far :P
Having .fbx means access to sites such as mixamo and direct export / import to skyline.

Good times in secondlife lol, eats up too much time so had to leave hehe ;)
They didnt have dae import or export then, just some weird texturing solution lol. Reckon that makes for some interesting visuals now.

as for your bbcodes, i dont know yet but i am still searching for a solution ;)
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Re: Skyline Assimp Loader

Postby Ellement » 16 Dec 2012, 15:03

When do you think can we get our hands on the assimp loader? This is the thing i am waiting for :twisted:
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Re: Skyline Assimp Loader

Postby SolarPortal » 16 Dec 2012, 15:17

next release :D

we are planning on releasing in the upcoming weekend as the final release of the year.
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Re: Skyline Assimp Loader

Postby Vortex » 17 Dec 2012, 11:19

Wow, .obj format! it`s so good! :)
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Re: Skyline Assimp Loader

Postby SolarPortal » 17 Dec 2012, 14:12

time for an update on the development. :D

finally got the conversion as a seamless workflow with no change to how you are currently working:
heres an image showing what i mean:

Image

Once the mesh has been changed, change the material file to match and they can be edited directly in the material editor :D

The tangents are automatically generated on import.
Currently meshes are 90% to 100% working every time, whereas still not having much success with characters and multiple anims, but still working on it.

till next update ;)
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