Jump to content
  • Advertisement
Sign in to follow this  

FBX produces not usable Collada

This topic is 2597 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts


I tried to use the FBX SDK (2011.3.1) to load FBX files and save them as Collada files in order to be able to import FBX files in Panda3D.
Unfortunately the resulting Collada files are not usable for several reasons, among them:

* There's a Maya specific extra technique

<texture texture="Map__2-image" texcoord="CHANNEL0">
<technique profile="MAYA">
<wrapU sid="wrapU0">TRUE</wrapU>
<wrapV sid="wrapV0">TRUE</wrapV>

* It assigns a texcoord channel name that isn't referenced anywhere else in the file (in the previous code sample, no geometry uses "CHANNEL0"...)

* Every polygon is exported twice, a first time with a basic material (only diffuse color, specular color, etc.) and a second time with a textured material --> this doubles the number of polygons of each model without any valuable reason

Anyway, the resulting Collada file cannot be opened correctly either with OpenCOLLADA or Panda3D's "dae2egg".

Anyone has any experience on how to "fix" it and make it understandable by common and well-reputed Collada importers such as OpenCOLLADA?


Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!