COLLADA animation problem

When I choose "export selected" to export 3d model (.dae) and animation (.dae) into seperate files.

I load the 2 (.dae) files into TestColladaLoading. The model is static is not moving at all.  Any thing wrong with the export options?

I am using 3Ds max 9.0 + Feeling Software ColladaMax exporter plugin

I followed the suggestion in following thread - add <library_animations> tag to XML file

both collada files (static.dae + animation.dae)

choose "export selected" in 3Ds Max

export animation information to (.dae)

export 3D model (static one ) to (.dae)

when loading the 2 (.dae) files, model is not moving at all

model in 3Ds max

have exact the same problem with max 8.0

i see the model and the bones, but no animation.

Yes; the author has said that 3ds Max animation doesn't work, because the animation parsing is hacked to only recognized a specific kind of COLLADA animation (I don't know if it's Maya or Milkshape or something else).

Then which 3D format would be best for support animations?


MD3 does not properly support skinning. It appears that Milkshape, or MD5, are the two formats that will work for now. I haven't tried either of those yet, though, so those could be broken, too.

from what's in jmetest examples

JME does support MD2, 3Ds, MD3, Milk, OBJ, Collada and ASE.

but when it comes to animation of 3D model I tried 3Ds and Collada but so far without any luck on making animation working.

BTW, can JME import MD5? i don't seem to see MD5 importer??

jME only supports COLLADA animation if the COLLADA comes from Maya, not Max.

The ASE importer only barely imports a single object with a single material and nothing more complicated than that.

There are people on the board talking about MD5, so you can probably Search the board to find the relevant code.

For MD5 exporters

I am the maintainer of the currente MD5 Reader 2 project. Considering the latest feedbacks I recived it seems to work properly. In the home page you can find every link you need to understand how to use it.

Remember to re-export by yourself the md5r2.jar file, if you plan to use it, to be sure that the latest fixed code will be included in the package (until I will update the new md5r2.jar package). Also remember to comment every calls to old jME 0.11 Logging System. A developer told me that jME 1.0 changed Logging System. He is providing to update MD5 Reader 2.

To export your models from Blender use der_ton exporter script, and follow precisely his instructions. The page linked in the previous post contains it.

Every feedback, request or suggestion is wellcome. If you will be able to make some patches that you consider foundamental please submit them to patches section in the tracker area of the SF MD5 Reader 2 page.

MD5 Reader 2 is still in development and will be for a long time, I hope.

if collada only works from MAYA export, is it OK to export FBX from 3Ds max and import FBX to MAYA.

Then in MAYA export to collada?

will that works?

If you have Maya, then you can get the data into Maya any way you want, and then export COLLADA from Maya, and the animation should work. I e, you can export COLLADA from Max, import that into Maya, and then re-export as COLLADA from Maya, and it should work. You can also go between the two using FBX, if you like that format better than COLLADA.

but i read some where collada is not full implemented in JME.

there is still chance the collada exported from MAYA still doesn't work.

I would bet money that Collada is not fully implemented anywhere.  It's a behemoth of a spec.  We use Max and Collada here at work for everything, but we've abandoned the poorly supported (my personal opinion) max feelingsoft exporter for one we've written in house in max script.

I think the following information should be made available in some very accessible place, maybe TestColladaLoading or even the importer doc.

  • the jME COLLADAsupport is tailored to work with a certain exporter
  • that exporter is an NCSoft in-house solution, and not available to the public

    Which could be put as:

    You probably cannot use COLLADA->jME outside NCSoft without modifications to either the exporter you use, or the jME importer classes.

    Or, even simpler:

    Don't use COLLADA!

    I think this is very important information, because the way it is now, the little information available implies that COLLADA is a good way to import all kind of geometry to jME. That is definitely not true.

The problem is really that the available exporters [often] do not follow the collada specs (v1.4.1).  The NCsoft exporter does not break out of the collada specs, and you'll notice that we use auto-generated collada schema classes.  That also means that the importer also follows the Collada specs.  Really the important thing to note is that the importer only deals with a certain subset of the available Collada schema.  Since that subset happens to match the subset exported by the ncsoft exporter, this is one area where waiting for NCsoft to expand functionality is not going to work, so please, feel free to submit patches for the importer to support other areas of the spec better.

If you read the source for the Collada importer, it contains things like looking for animation channel data using name fragments, instead of following the channel -> sampler -> source chain by id that's actually available in the file. It then has a humorous comment on the order of "I can't find another way of doing this."

Mark might be able to shed light on that.

I had been google for NCsoft exporter, but I cannot found it.

Does MAYA use the NCsoft exporter?

The exporter is not public yet.

It looks like the COLLADA exported by the 3ds Max .FBX/.DAE exporter is quite sane, and contains the information you want. That comes with the FBX toolkit, and probably with 3ds Max version 2008 and later. Looking at the COLLADA sample files on, those sample files are created in Maya, and also look reasonably clean. It should be possible to parse those into a JME scene graph (or any other scene graph) with a few days' worth of parsing code. I don't quite understand the need to write your own exporter, when you already have working exporters for most tools.

And, yes, the Feeling exporter is quite annoying, because it's ALMOST there, but they keep moving it around, and never quite hitting the target.