Collada to SEA3D
Collada today is one of most popular and full file format for exchanges between 3d authoring tools. But as it is an XML file it is not optimized with a binary file and for WebGL it is still big final file, besides not formatted for specific libraries like the Three.JS.
Our solution is to include the Collada Importer for optimized output of SEA3D. Using WebGL with minimum possible of processing thus obtaining the best performance.
1. Import your Collada into SEA3D Studio
2. Edit your Scene
3. Publish for a specific library
Our roadmap for the next few weeks.
We also have plans to synchronize SEA3D Studio models with models of 3ds Max and Blender thus bringing creating a better automated process, so we finalize this roadmap.
Upload your Collada .DAE file to base of our tests.
I hope you enjoy.
Hi guys !
I would be curious to know if this table is still relevant today ?
still no support of camera / lights / vertex anim and vertex colors ?
We are investing in Assimp Importer and Three.JS converter currently:
Hi sead3d !
Thanks a lot for the fast feedback.
I use maya to build my assets and .FBX to store them on disk.
I am trying to find the most Reliable / Bulletproof way of converting complex Maya/Houdini scene into .sea3d.
I will use all exotic stuff possible
- static mesh export
- skinned mesh export
- vertex anim mesh export
- bezier / nurbs spline export
- cam / light / mat
- vertex color / normal / face set
At the moment the best way i have find is to export .FBX 2014 to 3dsmax and use your impressive Max exporter.
It works perfectly, but it force us to use max as a gateway.
I was wondering if there was an other way to do this without having to use 3dsmax ?
In a perfect world the most elegant way imo would be to have a universal command line converter executable, written in a fast language like C/C++. that could able to convert .FBX (the defacto standard in game industry) to a .sea3d file
basically having the exact same tool you have done for 3dsmax but in an agnostic fashion.
you just have a core executable with a unix command synthax like :
fbx2sea.exe my_asset.fbx my_asset.sea -compression 'lzwa' -vertexcolor 1 -skin 0 -vertexanim 1 ...
The big plus of this is that anybody could then wrap your executable in his own software.
with a simple python script it could work directly for maya/ houdini / blender / c4d
and thus anybody could in an elegant way convert lots of assets :
- in an automated way by only using your command executable and a shell script
- or in a manual way in his own software by using a small piece of python.
Just a though ! :)
Wow. It was one of the best ideas so far.
Severeal blender/maya users already asked about an exporter. It seems the best solution.
I'll finish the SEA3DExporter.js to Three.JS and start this in the next month using FBX SDK as first attempt.
I will do more times it kind of question :)
Thanks a lot for your feedback sea3d !
That's great to see that you will build an fbx exporter.
One important part will be to pick the best FBX version that can work well in Maya / Blender / C4D / Houdini / UE4 / Unity,
in order to minimise your work. I would say that FBX 2014 or FBX 2013 specs will be the safest bet, but you will have to double check.
I don't think you have any plan for a babylon.js importer, but that would be great to have sea format working with this engine.
You have the glTF format that is similar to sea. But while looking great, the exporter i have test are not very good and none of them succeed to compress data like you do.
Having a common geo format beetween three.js and babylon.js
- with excellent compression
- and exporter that DO WORK as expected like yours
Would be just great ! it is also the goal of glTF but for now it's really not bulletproof.