Unable to load Collada exported from three.js - three.js

I have been trying to export a model made in three.js as collada into sketchup. It seems like exported collada from three is corrupted and is not loading in sketchup/blender. I also went through official example for collada-exporter in three.js docs, still the problem is not solved. How to resolve this issue? Is there any way to repair collada file and then import it in other software (preferably sketchup).
Thanks!
https://threejs.org/examples/?q=collada#misc_exporter_collada

Related

UE4 import Animation during runtime

I wanna know if it's possible or if anyone already worked on this function.
Basically what I want to do is using the Assimp library to import FBX& Animation inside, when import the FBX file there is an Animation inside, but don't really know how to use this Animation to convert what I can use to trigger it.
Is anyone have any idea about it, thanks in advance
Using the Assimp library in UE4 is fairly straightforward. Copy the dll into “YourGame/Binaries/Win32 or Win64/” on Windows for example, and then you need to import the includes header source, which you can do in the main game library or create a separate plugin for it. Then under your Build.cs file add the line PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "assimp-vc140-mt.lib"));
The steps are the same if you want to create a separate plugin for it. As far as the animations go UE4 is using fbx in the background, so I can tell you from experience that you can get vertex transforms and apply them directly to UE4 mesh. I would look into using UProceduralMeshComponent for this though, that is what it's made for.
The Unreal Forums have a couple guides on doing exactly this.

Assimp doesn't read weights for specific bone of a mesh from .dae or .fbx file

I am having a problem with importing animated model (.dae or .fbx). In debug mode on the picture below, assimp doesn't load weights for specific bone. I tried for 3 different models and error is the same.
This is the last model I tried. If you could help me, I would be very thankful!
screenshot of a debug mode
I've just found where was the error. If there is someone, with the same problem, this post might help you.
I solved the problem by deleting assimp (I am not sure which version was that, but I cloned the repo from github a few months ago), and then I added newer version. After that I don't have a problem mentioned in my previous post. Now mWeights in mBones is populated with data, compared to screenshot I left in the question above.

Blender throwing warning while adding threejs addon

I am not a 3d modeller, and new to jeeliz face filter git library. I am trying to convert one necklest.gltf 3d model to threejs(json format) using below link.
Steps for adding threejs exporter in blender
All the steps I have followed but at the end when I am checking the checkbox to enable it, its saying "upgrade to 2.8x req".
I am using blender 2.81a. I have tested on 2.81 also still not working.
Kindly help.
It's not recommended to use the JSON Blender exporter anymore. Export your models to glTF instead and then use THREE.GLTFLoader. Notice that the exporter was removed with R93 in May 2018. Just three month after the article at medium.com was published.
three.js R113
To expand on Mugen's answer, the Blender Three.js JSON exporter was written for the previous version of Blender 2.7x. When Blender 2.8 came out, it revamped almost every aspect of its engine, and the JSON exporter is no longer supported. However, it's been replaced with a much more efficient exporter you can find in File > Export > glTF 2.0. You can read about it here.
Once you have exported your GLTF file, you can import it into Three.js with THREE.GLTFLoader.

Location of three.js ColladaLoader source file

I have been researching Javascript 3d programming. As such, I have learned about the THREE.js framework, and have had some success with it. Afterwards, I exported a Google Sketchup file I created (.skp) to Collada (.dae) and found some tutorials online that discussed ColladaLoader.js.
The examples stated things like the following:
<script src="three.js"></script>
<script src="ColladaLoader.js"></script>
Does this mean there is a ColladaLoader.js file out there for download? Just like there is a three.js file and a jquery.js file?
I have performed every google search possible and have not found an answer to this question, or the applicable source code file. I would really appreciate an answer. Thanks
https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/ColladaLoader.js

Export animations from cinema4d to blender

I've been trying to get some animated models from c4d into Blender all day. The models transfer fine, but the animations don't. I've used COLLADA, 3ds and obj file types but none are successful.
I need to get the files into Blender as I'm trying to get them into three.js. I have had a look at http://disturbmedia.com/blog/tag/threejs/ for c4d>threejs but the python console is throwing up errors.
Does anyone have any thoughts?
I'm using v12 of c4d and v2.59 of blender if that's any help.
I was facing a similar issue a couple of years ago, as you can see in this answer
and I ended up writing a Python script.
The post from the blog at work on three.js was also written by me and is also old.
It was written for C4D R11.5 and the API changed a bit. Vincent was kind enough to branch from my GitHub repository and update that script, which you can get from his repository.
Still the three.js script only exports geometry/meshes, but doesn't handle animation at all (morphing was not supported in three.js at the time I wrote the script (release 32))
If you want to export geometry+animation tracks(position,rotation,scale,and morphs(PLA)), you might something like an updated version of the script I had. Since it's almost two years old, it works for C4D R11.5 and Blender 2.49.
You can see a recording of how it worked here.
Still, as I mentioned above, the C4D R12 Python API changed a bit and the Blender Python API changed completely as they went for Python 3.0 from Blender 2.50 upwards.
Unfortunately, I can't commit to updating that soon due to time constraints, but I can explain/comment/share the old code if it helps.
Another thing that comes to mind is to use the older versions(C4D R11.5 and Blender 2.49), but it seems like a long way around it and maybe not all the features you use in R12 are supported in R11.5 (not sure).

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