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===Khronos Group's COLLADA2GLTF Converter=== Among this group of potentially useful tools, we have had — by far — the most success/luck using the <font color="red">Khronos Group's COLLADA2GLTF</font> converter. We downloaded and installed version 2 of this Khronos Group conversion tool on our Mac Pro. The executable, named <b>COLLADA2GLTF-bin</b>, was installed on our Mac at the end of a directory tree named …/Dropbox/Lenovo/COLLADA_to_gltf/COLLADA2GLTF-v2/. In order to translate a specific COLLADA-formatted (''filename.dae) file: <ul> <li>From inside the Mac's "Terminal" application, we changed directories until we were sitting in the above-specified Mac (Dropbox) directory</li> <li>We moved (or copied) the chosen COLLADA-formatted file (<b>''filename''.dae</b>) into the same directory <li>At the terminal prompt, we typed the line command: <b>./COLLADA2GLTF-bin -i ''filename''.dae -b</b></li> <li>The .glb-formatted output file was stored as <b>…/Dropbox/Lenovo/COLLADA_to_gltf/COLLADA2GLTF-v2/output/''filename''.glb</b></li> </ul> <table border="1" cellpadding="8" align="center"> <tr> <td align="center">Example Mac-Pro Line Commands + Responses</td> </tr> <tr><td align="left"> <pre> command: pwd response: ../Dropbox/Lenovo/COLLADA_to_gltf/COLLADA2GLTF-v2 command: ls *.dae response: Inertial17.dae command: ./COLLADA2GLTF-bin -i Inertial17.dae -b response: Converting Inertial17.dae -> output/Inertial17.glb Time: 48.166 ms </pre> </td></tr> </table> <font color="red">CAUTION!</font> While we found this COLLADA2GLTF converter to be a very useful tool, we also discovered that porting a model from one visualization environment to another can be a challenging and frustrating endeavor. It is difficult enough to build a (error-free) COLLADA-formatted model that will properly display a desired animated scene in the Mac's Preview app. But it is naive to expect that that same COLLADA code will survive a translation to glTF and seamlessly construct the identical animated scene within the Oculus Rift S environment. In a pair of accompanying chapters — [[Appendix/Ramblings/OculusRiftS|this one]], followed by [[Appendix/Ramblings/RiemannMeetsOculus#Rebuild_Riemann_S-Type_Ellipsoid_Inside_Oculus_Rift_S_Environment|another one]] — we have chronicled the steps that we have taken to generate our first few (error-free) COLLADA-based models that display properly in both environments. Experience has taught us that … (1) When interpreting COLLADA's <xml>-formatted instructions, the Mac's Preview app is considerably more forgiving than is the Oculus system; (2) almost any code that display's properly in the Mac's Preview app will survive the translation to glTF, in the sense that the COLLADA2GLTF converter seldom complains; but, (3) nevertheless, frequently the Oculus system won't display the model because it detects an error(s), but it almost never suggests what the error(s) might be. When embarking on the development of a new interactive and animated 3D visual scene, the best strategy is a time-consuming one: Start with a COLLADA code that works in both environments — we provide two such codes herein; make only incremental changes and ensure that the model displays properly in the Mac's Preview app; convert the COLLADA-based code to glTF (.glb); don the Oculus Rift S headset & hand controllers, and attempt to import this new model into your "Oculus Home".
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