POSER:
load figure.
Export to collada
uncheck lights, ground, cameras
export in meters
triangles only
include rigging
don't bake morphs, select right morphs to export
don't know yet about transparency stuff in export -- current test does not work well but should be fix-able (eye lashes are solid blocks)

===============
remove content of ASSETS section to avoid float parsing error (need to find better solution!)

=============
images: remove the ./ prefix

=======================
Make a joint renaming file and include it at bottom of .dae file:
Typical error: the node to be renamed is found through it's name rather than it's sid or id --> so make file based on the name=".." of the node
Also: generally, these files have nodes named for the segment rather than the joint. See example renaming file for example.
Also: shoulders and hips are often wrongly attached :( how to deal with that?

    <? include file="skeleton3_joint_renaming.xml"        ?>
	<scene>
		<instance_visual_scene url="#Poser_scene"/>
	</scene>
</COLLADA>



=====================
Accessors for morph targets (adapt to your specifics):

		<controller id="Figure_4-morph">
			<morph source="#Figure_4_geometry">
				<source id="Figure_4-morph-targets">
					<IDREF_array id="Figure_4-morph-targets-array" count="1">target-Figure_4MouthGrinClosed</IDREF_array>
				</source>
				<source id="Figure_4-morph-morph-weights">
					<float_array id="Figure_4-morph-morph-weights-array" count="1">0</float_array>
				</source>
				<targets>
					<input semantic="MORPH_TARGET" source="#Figure_4-morph-targets"/>
					<input semantic="MORPH_WEIGHT" source="#Figure_4-morph-morph-weights"/>
				</targets>
			</morph>

			becomes
			
		<controller id="Figure_4-morph">
			<morph source="#Figure_4_geometry">
				<source id="Figure_4-morph-targets">
					<IDREF_array id="Figure_4-morph-targets-array" count="1">target-Figure_4MouthGrinClosed</IDREF_array>
					  <technique_common>
						<accessor source="#Figure_4-morph-targets-array" count="1" stride="1">
						  <param name="MORPH_TARGET" type="IDREF"/>
						</accessor>
					  </technique_common>
				</source>
				<source id="Figure_4-morph-morph-weights">
					<float_array id="Figure_4-morph-morph-weights-array" count="1">0</float_array>
				  <technique_common>
					<accessor source="#Figure_4-morph-morph-weights-array" count="2" stride="1">
					  <param name="MORPH_WEIGHT" type="float"/>
					</accessor>
				  </technique_common>
				</source>
				<targets>
					<input semantic="MORPH_TARGET" source="#Figure_4-morph-targets"/>
					<input semantic="MORPH_WEIGHT" source="#Figure_4-morph-morph-weights"/>
				</targets>
			</morph>
============================
attempt to load into a simple test
loader file: set directory for finding the textures!
=========================
set postprocessing to ensure HAnim and animatability
loader: postprocessing SETHANIM seems to work
laoder: no physical models so keep that section empty; how to make these easily?
====================
test default example animations that do not require physics: check, works.
=============================
attempt to load into face editor
- make an empty face parameters file (copy template_faceparameters.xml   (OR: copy one of the existing parameters of a poser figure -- if it is an adaptation of one that we had already exported before)
- make loader file; set parameters file; set the basic mesh that contains the head (find in collada file!)
--> error: setting the reference points works; then deformation does not happen.
--> it seems that the deformations do work on the body but not on the head. Let's see what happens if we bake the morphs. doesn't help.
--> OK, no moprh baking now. Looking at other reasons and solutions...
--> ah het is de aanname dat de eerste skinnedmesh de juiste is... terwijl je een hele LIJST van skinnedmeshes wil hanteren
--> change facegraphics and renderenvironment to deal with this
--> new setting: indicate all meshes that join in the whole face animation thing...
--> not all polylists of model want to be used here. Lips seem to crash? why? something strange with a vertex count or what?
--> also: flattening goes wrong -- need to flatten back to the separate meshes (!) --> new alpha code. 
--> Test with armandia!
--> huh now we get a strange effect of flipping meshes... I pull the mesh, and... some flipping occurs
--> continue testing with armandia
--> gevonden -- preparevertexdata werd te vaak aangeroepen
--> still need to check for some efficiency, remvoe the println
--> the issue with some meshes not working has also been solved. Probably an extreme mesh-flipping result
===================

TIJD OM E.E.A. TE COMMITTEN

PHYSICS EDITOR
TODO TODO TODO TODO
