Tutorial: Correctly Convert Your 3D Model Into The Collada Format With Blender.
Converting 3d models into the Collada (.dae) format for use in supported 3d engines should be an easy task but for many artists it ultimately becomes a painfully frustrating experience. In this tutorial we’ll learn how to create a UV Map in Blender using an existing .lwo and exporting it as a .dae. (we will be using the open-source 3d studio Blender 2.49b)
1. Open Blender, click x > Erase selected Object(s) to delete the default cube
2. Import Lightwave object: File > Import > Lightwave (.lwo)… (you could alternately import any of the supported 3d formats)
3. Right click on your object to activate the mesh, select Edit Mode, click: Mesh > UV Unwrap > Unwrap (smart projections) > OK (keep the default values)
4. To view your mesh change the Window Type to UV/Image Editor.
5. Save your mesh: UVs > Scripts > Save UV Face Layout… Edit your .tga file in Photoshop and save it as a .jpg or .png.
6. In Blender click Image > Open, select the .jpg or .png texture you created, click Open Image.
7. Switch back to the 3D View Window Type and change the Draw Type to Textured (the texture will now be visible on the 3d model).
8. Click the Shading and Material buttons, select TexFace (you can render the current frame (f12) to see the applied mesh [adjust camera and light positions so the object is in view] )
9. Click File > Export > COLLADA 1.4(.dae)… and select Triangles, Use Relative Paths, Use UV Image. Click Export and Close and we’re done!
We can now import our Collada object into supported 3D engines (i.e. Papervision3D for augmented reality applications).