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#26 |
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New Member
Join Date: Oct 2009
Location: Canada
Posts: 17
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Can I just Google for those header files or would you send them to me so I can try and test it?
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#27 |
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Valued Member
Join Date: Mar 2008
Location: Finland
Posts: 225
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You can get it from Spin-X Engine SourceForge SVN. If you don't want setup SVN, just download the GNU tarball of the project. Read docs/quick_start.txt for instructions how to get started.
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www.spinxengine.com - Spin-X Engine |
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#28 |
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New Member
Join Date: Oct 2009
Location: Canada
Posts: 17
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I looked at quick_start and it says it needs the direct x sdk?
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#29 |
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Senior Member
Join Date: Oct 2007
Posts: 471
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Cal3d is a good choice. You can get a Blender plugin here:
http://www-users.cs.umn.edu/~mein/bl...l3d/index.html It's open source and doesn't have any windows files in the source code. Pretty good documentation, I think. You just drop the py file in the plugin directory of Blender and it will show up in the menu.
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http://fireside7games.com/ Last edited by fireside : 11-04-2009 at 09:58 PM. |
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#30 |
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New Member
Join Date: Oct 2009
Location: Canada
Posts: 17
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I will check more about cal3D tomorrow and I am going to try some more with Collada. Thanks for the tips. I appreciate them all and more are welcome!
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#31 |
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Valued Member
Join Date: Mar 2008
Location: Finland
Posts: 225
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Yes, it needs DirectX SDK if you compile the entire solution with the renderer (graphics library). You just need core and core_engine libraries though for loading meshes, which has no DirectX dependencies.
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www.spinxengine.com - Spin-X Engine |
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#32 |
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New Member
Join Date: Oct 2009
Location: Canada
Posts: 17
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I think I am going to try a different method to use Collada files. I will try the DOM again and there is a tutorial on the files that I need to read.
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#33 |
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Valued Member
Join Date: Mar 2008
Location: Finland
Posts: 225
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Good luck! (: Let us know how it turns out.
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www.spinxengine.com - Spin-X Engine |
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#34 |
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New Member
Join Date: Oct 2009
Location: Canada
Posts: 17
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Thanks! I hope I can put in enough hours to get this working. I did find someone on the Collada forums who has started to work on this already so I am hoping we can work on this together.
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#35 |
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Senior Member
Join Date: Aug 2004
Location: Århus, Denmark
Posts: 688
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You should check out Assimp before trying to write your own parser (especially since you're on a time table). It also supports alot of formats.
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"Stupid bug! You go squish now!!" - Homer Simpson |
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#36 |
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New Member
Join Date: Oct 2009
Location: Canada
Posts: 17
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Thanks! i am checking out ASSIMP and the Boost libraries. I hope that this can make my Collada using like a dream.
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#37 |
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Valued Member
Join Date: Mar 2008
Location: Finland
Posts: 225
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Aah, just got the Collada animation to work in SXE (: Any luck with Assimp?
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www.spinxengine.com - Spin-X Engine |
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