I’ve run around a strange issue when converting meshes from maya2008.
Since I started to used animation, I’ve added a change in my script:
from
maya2egg2008 -keep-uvs -noexist -tbnall -o "%s" "%s"' %(str(output), str(input))
to
maya2egg2008 -a both -keep-uvs -noexist -tbnall -o "%s" "%s"' %(str(output), str(input))
so far so good.
With a mesh that got collision Solid ( tagged with the mel script) and no animation, the two command created nearly the same mesh:
the only difference seems to be
<Table> {
<Bundle> tree_with_collision {
<Table> "<skeleton>" {
}
<Table> morph {
}
}
}
at the end of one file.
No problems here.
But when I load the model, the two start to get really different:
>>> node = loader.loadModel('tree_with_collision.egg')
:egg2pg(warning): AnimBundle tree_with_collision does not specify a frame rate.
>>> node.ls()
ModelRoot tree_with_collision.egg
PandaNode
Character tree_with_collision
GeomNode (3 geoms: S:(ColorAttrib TextureAttrib))
AnimBundleNode tree_with_collision
>>> node2 = loader.loadModel('tree_with_collision2.egg')
>>> node2.ls()
ModelRoot tree_with_collision2.egg
PandaNode
GeomNode Feuillage01 (1 geoms: S:(TextureAttrib))
GeomNode pCube1 (1 geoms: S:(TextureAttrib))
GeomNode pCube2 (1 geoms: S:(TextureAttrib))
GeomNode pCube3 (1 geoms: S:(TextureAttrib))
GeomNode pCube4 (1 geoms: S:(TextureAttrib))
GeomNode pCube5 (1 geoms: S:(TextureAttrib))
CollisionNode pCube6 (6 solids) (hidden)
CollisionNode pCylinder1 (1 solids) (hidden)
CollisionNode pSphere2 (1 solids) (hidden)
And that starts to be a problem, because I use those collisions !
I am missing something or is it a bug ?