3Ds Max Opencollada vs Blender Collada differences when exporting

I have been using 3Ds max with the opencollada exporter plugin to export my meshes into three.js. Now i am trying to do the same in Blender and its collada format, but some differences have appeared and im not sure if they are fixable.

  1. Blenders collada has no bump maps. Not sure if they are even bump maps, or is this data coming from the normal channel? Either way when uploading a bump/normal map, it does not work. There is difference in the code of colladas, but i am not sure what i should be looking for in there. Would changing the BSDF material type inside Blender change anything?

  2. SOLVED Object distance from camera(viewer?) is different. Although both files have the object in the same location in the scene, when importing a blender collada, the model is much closer to the camera. I have tried all the different origin point settings + using an empty, but the model is still to close to the camera. When I import an opencollada to blender, i can see that there is an empty in which the objects are inside of. But i cant create the same location for the empty from inside blender.
    //solution was to create a cube around the object and add cursor to its center, then move empty there. a little manual work, but got it working

Note that the lack of consistency in COLLADA implementations is a very old problem. If you’ll be using Blender primarily, the glTF exporter works better and is what we generally recommend when exporting for three.js.

See:

https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html

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Can confirm… collada is a creaky format. <3 gltf!

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Just to be sure, Changing the material nodes in blender will not change anything?