Volker wrote:
If you are using the SourceForge SVN trunk or the official release, forget the ColladConvd hint from Alex. It's only relevant for the community branch where the Debug versions of the executables and shared libraries are marked with a 'd' at the end. If you've got a ColladaConv.exe use this, if you've got a ColladaConvd.exe use that.
You must not rename any exe. You are just using what you've got at your working copy.
Have you ever used a command line? It might be easier first to try out the right command line parameters before adjusting the batch file.
Supposing you are using windows, start a command shell by typing "cmd" in the Run or Search field (depending what version windows you are using)
Then change to the directory where ColladaConv.exe is saved on your harddisk. Try googling if you don't know how to change the current directory on the command line (keyword = cd). Then copy your dae file in the same directory and try typing
Code:
ColladaConv yourfile.dae -type anim
That should create some .anim files if your model contains animations.
Hi Volker & Elisbeth
Elisbeth I had the same problem and the thing that Volker suggested you must work and will work as I had also got the same solution
Well Volker! You are right but while converting these .dae files I get the problem of material for example . if i have an object animated or
only simple model, then after converting it with Colladaconvd i get .scene .material.xml .anim but in my .material when i use it in horde3deditor
it doesn't find anything because ...
in the file .material.xml it refers somewhere to
Code:
<Shader source="shaders/model.shader" />
although there is nothing that i get model.shader that i can place in the shaders so that later it could use it for objects ...
Note For testing export i didnt apply any material on my animateed or simple object, in simple words i have an object that
has only a specific color for example "Red"
Do you have any idea where could be the problem ..?
Regards Imran Habib