| Geometry | Lights | Cameras | Hierarchies | Deformations | Animation | Constraints | Physics | Shading | User Data | File Referencing | Update Mechanism
The following tables list the features supported when importing into and exporting from Softimage using the COLLADA (*.dae) format.
Element |
Softimage Export vs. Softimage Import |
Comments |
---|---|---|
Polygon Meshes |
Yes |
|
Triangles |
Yes |
Triangle strips are not supported. |
Polygons |
Yes |
When exporting, Softimage uses the <polylist> element instead of the <polygons> element. Since Softimage does not export polygon holes, the <polylist> element is used for its more compact representation. However, the <polygons> element is supported on import. |
Polygon Clusters |
Yes, on export. No, on import. |
Subdivision and triangulation are not supported. If you export your geometry as subdivided (Apply Subdivision to Geometry option) or triangulated (Convert Geometry to Triangles option), then polygon clusters will not be exported. |
Polygon Vertex Clusters |
Yes, on export. No, on import. |
|
Polygon Edge Clusters |
No |
|
Splines |
No |
|
NURBS |
No |
|
Nulls |
Yes |
|
UVs |
Yes |
Prior to Crosswalk version 2.5, UV texture coordinates were output to the COLLADA file format as follows: <accessor source="#geometries_0-channel1-array" count="24" stride="2"> <param name="U" type="float"/> <param name="V" type="float"/> </accessor> Now, instead of "U" and "V", Crosswalk uses "S" and "T" for the parameter names as defined in the COLLADA specification. <accessor source= "#geometries_0-channel1-array" count= "24" stride= "2"> <param name= "S" type= "float"/> <param name= "T" type= "float"/> </accessor> |
Vertex Color |
Yes |
Also referred to as color at vertices (CAV) properties. |
Normals |
Yes |
|
Texture Tangents |
Yes |
Tangents and binormals are stored in color at vertices (CAV) properties. Crosswalk identifies whether or not a CAV property contains tangent or binormal data as follows: Crosswalk looks for the TangentOp2 operator.
If Crosswalk does not find a TangentOp2 operator, then it looks for the sub-string tangent or binormal in the CAV property's name. If you renamed the property and did not retain tangent or binormal as part of the name, the property will be exported as vertex colors only. In COLLADA, tangents and binormals map to the "TEXTANGENT" and "TEXBINORMAL" semantics. Example: <polylist count="6" material="Scene_Material"> ... <input semantic="TEXTANGENT" source="#geometries_0-Tangents" offset="2"/> <input semantic="TEXBINORMAL" source="#geometries_0-Binormals" offset="3"/> </polylist> For more information, see Working with Tangent and Binormal Maps [Texturing]. |
Texture Binormals |
Yes |
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