Exporting DAE files from Maya for use in SceneKit

Has anyone been able to properly export COLLADA dae files from Maya for use in SceneKit? I'm using Maya 2015 and still running in SceneKit on XCode 6. I've been able to do so in a round about fashion by exporting from Maya first as an fbx object, importing said object into Blender, and finally exporting the dae file from there. I know there has to better way.


Any suggestions?


Thanks!

Alan

I think I almost have it straight out of Maya. Here is an odd thing, though. For some reason, the imported dae file has a whole bunch of <untitled animation> objects in the animations folder. Any idea what those are and how to get rid of them?

Merging the animations is covered in this Stack Overflow post.


http://stackoverflow.com/questions/24539607/how-can-i-export-dae-files-for-use-in-scene-kit-without-seeing-untitled-animati


Also, someone wrote an AppleScript Automator script that will do it for you automatically!


https://drive.google.com/file/d/0B1_uvI21ZYGUaGdJckdwaTRZUEk/edit?usp=sharing

This seems like one of those situations where actually explaining in in a clear consise manner would violate the rules of geekdom. You only get to be a wizard if you figure out yourself from hints or something. Is it too much to ask for someone to explain each step completely as if I had never done it before?

I agree entirely. I have been frustrated with this very aspect of getting things into SceneKit. I did manage to get one animation in based on the post above, but that Automator script did nothing to help. I basically went through the DAE file in an XML editor and deleted all of the nested <animation> tags, leaving only the first opening tag and the final closing tag. That worked precisely once. Now I'm trying to create resource scn files and finding that, while an animation works in that file, it doesn't once I use it as a resource in another file. It shouldn't be this difficult.

The Automator script works for me (Maya 2014) using the Open Collada Plugin much faster https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools

Are you still trying to make this work?

I am still trying to make this work, but am running into a lot of issues in doing so. I feel like once I have one thing fixed in export, another breaks. Any help is appreciated.

To export dae files from Maya you should load the fbxmaya.bundle. Windows -> Settings/Preferences -> Plug-in Manager, check Loaded if you only want to use it for this session or both if you want to load the plug-in next time you start Maya. Click refresh and close the window.

http://i.imgur.com/6yMsf3S.jpg

After you loaded it, select File -> Export All (or Export Selection). In the Files of type drop down menu you should see DAE_FBX export.

http://i.imgur.com/RzofJgw.jpg

If you import the dae file into Xcode, it will look like this in the scene graph.

http://i.imgur.com/wpIRdaK.png

The project is awesome, but OpenCollada do not support morph

Exporting DAE files from Maya for use in SceneKit
 
 
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