The document discusses using COLLADA to bring 3D content created in Unity to WebGL using Turbulenz and the Fl4re COLLADA exporter. It provides examples of exporting animations, physics, lighting, and textures from Unity to Turbulenz via COLLADA. While there are some limitations, Turbulenz handles most COLLADA features well. Future technologies like glTF and REST3D may make the process more efficient.
6. COLLADA interchange?
Modeler A Modeler B
Animations A Animations B
Textures, Shaders A Textures, Shaders B
Physics A Physics B
Optimization A Optimization B
Packaging Packaging
7. COLLADA interchange?
Modeler A Modeler B
COLLADA
Animations A Animations B
COLLADA
Textures, Shaders A Textures, Shaders B
COLLADA
Physics A Physics B
COLLADA
Optimization A Optimization B
COLLADA
Packaging Packaging
8. COLLADA interchange?
Modeler A Modeler B
Animations A Animations B
Textures, Shaders A Textures, Shaders B
Physics A Physics B
Optimization A Optimization B
Packaging Packaging
9. COLLADA loader?
Modeler A
Animations A
Textures, Shaders A
Physics A
Optimization A
Packaging
10. COLLADA loader?
Modeler A COLLADA My modeler
Animations A
Textures, Shaders A
Physics A
Optimization A
Packaging
11. COLLADA loader?
Modeler A
Polygons
Animations A
multiple indexes
image format
Textures, Shaders A mesh optimization, split
complex transform hierarchy
no shader programs
Physics A no collision volumes
verbose text (xml) parsing
Optimization A
Packaging My game
12. COLLADA – more tools available?
Modeler
Max Maya Blender Modo Cinema4D XSI
Animations
Poser DAZ Mixamo
Textures, Shaders
Photoshop FX Composer Render Monkey
Physics
Bullet PhysX Havok
Optimization
Simplygon Okino Atangeo MeshLab
Packaging
WebGL packaging
13. Unity Editor
Fbx or simple COLLADA (e.g. no
physics, morphing, shaders..)
Modeler
Max Maya Blender Modo Cinema4D XSI
C
Animations
o
Mecanim
n
t
Textures, Shaders
e
Shader Factory n
t
Physics
PhysX p
i
Optimization
p
e
Built-in
l
i
Packaging
n
IOS, Andoid, PC, Web (plugin), Flash e
Unity Engine
http://unity3d.com/
19. Animated Skinned mesh
Turbulenz
Yes!!
(Picky on hierarchy, weapons
attachment currently not by
default in viewer app)
Unity
Preview
Yes!! (would love to select clip in preview)
20. Physics ?
Unity
- Need to have camera
and light to see physics
Turbulenz
In ‘run’ mode
Yes!!
(some limitations
getting resolved )
Preview
- No physics
21. Lightmap (glow) ?
Unity Turbulenz
- user provided shader
mapping to enable
advanced lighting
Preview
22. animations?
Unity
- SpiderRobots are ‘prefabs’
Sharing the same animations- Turbulenz
Yes!!
- Some minor
Preview animation glitches
- Works only if animations
are shared!
23. Summary
• Unity -> COLLADA -> Turbulenz
– COLLADA fulfill its promises:
• game developer can combine tools from different
vendors
– Turbulenz does a great job importing COLLADA
• Remaining issues are being worked on
– glTF / REST3D
• Those technologies will make it even easier and more
efficient to bring COLLADA to WebGL apps
24. Thank you
• Links
http://biz.turbulenz.com/developers
https://collada.org/mediawiki/index.php/COLLADA_Refinery
http://unity3d.com/unity/download/
http://u3d.as/content/fl4re/collada-dae-exporter-for-unity/3cC
https://github.com/KhronosGroup/glTF
http://rest3d.org
• Questions?
remi (at) acm (dot) com
Notas do Editor
All this content need to get in the game, somehow
Typical content toolchain – it is a pipeline. Each stage has its own tools its own format.
Ok, so no I can interchange tools, add more tools to pipeline, update tools. I don’t have to write exporters
6 years later, we are still doing the same things
Exchanging physics with a texture tool ? Loading optimized data back in a modeler? Learning a modeler to use GLSL shaders?