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SteveS1949

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About SteveS1949

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  1. Hi all, I am attempting to export 'Extra Attributes' from Maya into DAE (Collada) however they aren't exported. I am a programmer, but using maya for test data whislt developing my engine I realise that collada may not be the right format, but I need a pre-made exporter as I don't have time to dedicate to creating my own exporter and importer. Currently Maya -> Collada -> Assimp (open src loader) -> My engine Is there a better format to use to preserve these attributes? Thanks in advance, Steve
  2. Hi all, I have refactored my app architecture a tad, but the core code remains very similar (certainly the D3D bits). Before I was running at 220FPS, now Im down to 27FPS :S I have perf'd the app, and Its biggest 'hang' is on swapChain->Present(). I realise this could be waiting for GPU but Im unsure how to check and perf whats going on. Any ideas would be greatly appreciated Steve
  3. Hi, Im having trouble accessing my skinned mesh veriables (boneIndex and boneWeight) in the HLSL (PIX shows different data to my input) My Vertex definition is: [color=blue]struct Vertex { Vertex(){} Vertex([color=blue]float x, [color=blue]float y, [color=blue]float z, [color=blue]float tx, [color=blue]float ty, [color=blue]float tz, [color=blue]float nx, [color=blue]float ny, [color=blue]float nz, [color=blue]float u, [color=blue]float v) : pos(x,y,z), tangent(tx, ty, tz), normal(nx,ny,nz), texC(u,v) { memset( boneIndex, 0, [color=blue]sizeof( [color=blue]unsigned [color=blue]char )*4); memset( boneWeight, 0, [color=blue]sizeof( [color=blue]unsigned [color=blue]char )*4); } D3DXVECTOR3 pos; D3DXVECTOR3 tangent; D3DXVECTOR3 normal; [color=blue]unsigned [color=blue]char boneIndex[4]; D3DXVECTOR4 boneWeight; D3DXVECTOR2 texC; [color=green]//Skinning - Supporting a max of 4 bone influences, in practice plenty }; My HLSL is: struct VS_IN { float3 posL : POSITION; float3 tangentL : TANGENT; float3 normalL : NORMAL; float4 boneIndex : BLENDINDICES; float4 boneWeight : BLENDWEIGHT; float2 texC : TEXCOORD; }; and finally my definition/description is: D3D10_INPUT_ELEMENT_DESC vertexDesc[] = { {[color=#a31515]"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {[color=#a31515]"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {[color=#a31515]"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {[color=#a31515]"BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 36, D3D10_INPUT_PER_VERTEX_DATA, 0}, {[color=#a31515]"BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 40, D3D10_INPUT_PER_VERTEX_DATA, 0}, {[color=#a31515]"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 56, D3D10_INPUT_PER_VERTEX_DATA, 0} }; I have spent a few hours back and forth between PIX and code, and I cant get to the bottom of it. Any help is greatly appreciated
  4. Hi, We have a demo at a disability/technology conference shortly. So far the entirety of the project works in the 'dev' sense, however we now need to bring in skinned meshes created in maya. I can't quite see a good format/exporter to use. I don't have time (this time) to create my own format by writing a maya script. I had looked into .md5mesh format as its plain text, supports skinned meshes and looks simple enough to parse. However, this format doesnt have a good exporter fr use with new versions of maya. Do you have any sugegstions? What format do 'beginners' use when importing artist models? Steve
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