I need Collada hierarchies in a program.
I am willing to pay the 30$ a month it costs.
I need to be able to make model's hierarchy like this:
Base00
Start01
nulldetail1
bb_autobillboard25
Detail100
Detail250
Detail500
Colmesh-1
Base00 - this is the base of the entire object scene - it only contains 'start01'
Start01 - this is within base00, and contains all the other objects below - it contains all the following children, and resides inside base00.
nulldetail1 - this is null detail, it's an empty object, it tells the game engine not to render this at 1 pixel or less
bb_autobillboard25 - this is an empty object just like nulldetail above, but the game engine generates a billboard 2d object at run time to use at 25 pixels of fill or less.
Detail100 (this is the lowest level of detail, at 100 pixels of fill, for a building, this is a block away or so)
(other detail levels can go between the high and low detail)
Detail500 (this is the highest detail LOD, at 500 pixels of fill, for a building, this is half a block away or closer)
Colmesh-1 (this is collision mesh, -1 meaning it's always displayed, it contains no textures and is invisible in-game)
Scene tree from a Blender Collada file:
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="base00" name="base00" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<node id="Colmesh-1" name="Colmesh-1" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<instance_geometry url="#Plane_093-mesh" name="Colmesh-1"/>
</node>
<node id="start01" name="start01" type="NODE">
<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
<node id="detail24" name="detail24" type="NODE">
While the collision is in the base00 and not start01 as it should be it still does work, but this is merely a portion of a scene tree from a known, good, working collada file done with Blender3d.