So we are testing collada and exporting from Maya. We prepared ourselves that it would take some trial and error and yet we have long to go. So here is some questions and maybe even some bugs (?)
In Maya we created 2 separate Maya scenes with one object in each (turret and chassi)
They are UV mapped and only using the same texture.
To make it as simple and non error prone as possible I started out using the micro example that Sven provided with a Defold box being rendered.
Now I add them both as 2 models in 2 separate gameobjects. As we expected the scale is way out so I scale them up to 10,10,10 to even be able to see them next to the cube (fig 1)
(in render script the view is orthographic and I positioned the cam a little to better get a angle view)
Weird thing 1:
When compiling and running the scales are way different than being shown in editor. Tank models are rendered much bigger than cube even if using same material, predicate and draw function.
REALLY Weird thing 2:
If rotating the chassi gameobject (which has NO correlation with turret gameobject) in the editor. Eg like in image below I rotate chassi 45 degrees.
When compiling not only has the chassi rotated DOUBLE (90 degrees) BUT also the turret has rotated 45 degrees which makes no sense as they are 2 different gameobjects not parented and with 2 different models.
This also happens if rotating chassi runtime. Added this script ONLY on chassi object.
function init(self)
self.rot = 0
end
function update(self, dt)
self.rot = self.rot + dt
go.set_rotation(vmath.quat_rotation_y(self.rot))
end
Sooo… anyone wants to explain or maybe be added to our test project?