Entity user-defined attributes FCOLLADA extension: Difference between revisions
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{{ | {{extension|company=[[Feeling Software extensions|Feeling Software]]|product=[[FCollada]]}} | ||
This <extra> at the entity level is used to add user-defined attributes that are meant to be animatable/editable in the DCC packages. | |||
This <extra> at the entity | |||
ColladaMax supports entity levels for materials, meshes, cameras, and lights. These will be displayed in the UI for up to two levels of the user-defined attributes tree. | |||
ColladaMaya supports entity levels for cameras, lights, scene nodes, materials, meshes, skin clusters, and blend shapes. All the levels of the user-defined attributes tree are accessible and modifiable/animatable through Maya's plug systems, but only the first level is editable in Maya's attribute editor. | |||
ColladaMaya supports entity | |||
*'''NOTE''': The <dynamic_attributes><notes> element is modifiable through Maya's note textbox below the bottom of the attribute editor. | |||
*'''NOTE2''': Be careful when assigning long and short names for attributes, because Maya already uses a bunch of them and we don't handle attribute name clashes. | |||
{| border=1 cellspacing=0 cellpadding=3 align=center | {| border=1 cellspacing=0 cellpadding=3 align=center | ||
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</geometry> | </geometry> | ||
</library_geometries> | </library_geometries> | ||
Latest revision as of 05:07, 23 February 2009
Extension information |
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This article is part of the COLLADA extensions directory |
Adding to the extensions directory |
This <extra> at the entity level is used to add user-defined attributes that are meant to be animatable/editable in the DCC packages.
ColladaMax supports entity levels for materials, meshes, cameras, and lights. These will be displayed in the UI for up to two levels of the user-defined attributes tree.
ColladaMaya supports entity levels for cameras, lights, scene nodes, materials, meshes, skin clusters, and blend shapes. All the levels of the user-defined attributes tree are accessible and modifiable/animatable through Maya's plug systems, but only the first level is editable in Maya's attribute editor.
- NOTE: The <dynamic_attributes><notes> element is modifiable through Maya's note textbox below the bottom of the attribute editor.
- NOTE2: Be careful when assigning long and short names for attributes, because Maya already uses a bunch of them and we don't handle attribute name clashes.
Element | Supported Attribute | Description |
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<dynamic_attributes> | Contains a tree of XML nodes and attributes that should be available to a user in the DCC package. | |
short_name | Used by ColladaMaya for the plug name. This optional attribute allows you to give a second, scriptable, name for the user-defined attribute. | |
long_name | Used by ColladaMaya for the plug name. This optional attribute allows you to give a more descriptive scriptable name for the user-defined attribute. | |
type | Necessary attribute. This enumerated type defines the data type of the user-defined attribute. Possible values are: bool, int, int2, int3, string, float, float2, float3, float4, float4x4, color3. |
Examples
< !-- Prefered by ColladaMaya. --> <library_geometries> <geometry> <extra> <technique profile="FCOLLADA"> <dynamic_attributes> <weapon_name short_name="wn" type="string">AK47</weapon_name> <weapon_damage short_name="wd" type="float">34</weapon_damage> </dynamic_attributes> </technique> </extra> </geometry> </library_geometries>
< !-- Prefered by ColladaMax. --> <library_geometries> <geometry> <extra> <technique profile="FCOLLADA"> <dynamic_attributes> < !-- In ColladaMax: this element's name will be the name of the UI panel. --> <weapon_info> <weapon_name short_name="wn" type="string">AK47</weapon_name> <weapon_damage short_name="wd" type="float">34</weapon_damage> <weapon_info> </dynamic_attributes> </technique> </extra> </geometry> </library_geometries>