There is also a tutorial for seamless v3 showing how to make hands. All of the tutorials so far pretty much bypass the need to understand anything about how the patches are stitched together as all the stitching is done automatically. The beginner only needs to understand that they have to convert an object like a lathe or box to a patch if they want to create a more complex shape. I have however been working on an easy way to manually stitch patches together in a similar way to how polygons might be joined. I hope to be able to show how to do this early this year. The tutorial I am currently working on is how to create a fully animated character using nurbs animation. This will be the first tutorial showing how to rig and animate a model using v3.
It seems like quite a bit has happened with Unity since I last looked into it.
The Unity editor sounds interesting and may offer me a free way to test importing files from seamless.
The idea of being able to export rigged meshes from seamless to other platforms does appeal to me after all the work I have done to support skinned models. It would feel worthwhile if many others found this useful and if implementing it takes me only about a week but I know how easy it arrive at a number of dead ends after taking the wrong path and I fear getting side tracked from the commitment I have made to showing how to make an animated movie using the new version.
I have looked into COLLADA years back and found it has many more nodes than VRML/X3D but hopefully if I only focus on exporting the mesh and the rigged data, it wont be a big deal.
I am still not sure how much COLLADA is used for rigged models.
I would need to verify first that unity can actually import a rigged model from a COLLADA file.
Perhaps I would be better off putting my efforts into FBX format instead of COLLADA. There seems more software using FBX than COLLADA but I know less about FBX and I don't know how easy it is to get the necessary info on it.
Being able to get an understanding of how to export COLLADA/FBX format is one thing but the greater challenge may come from being able to verify my format is correct or that the features I have used in the format are supported by the software importing it. To avoid a lot of shooting in the dark, I would need to get hold of a file that contains only about 2 polygons and 2 bones and be able to see that it is animating correctly in Unity.
It seems like I could make such an example using blender but I would first need to learn how to rig a model in blender.
Another approach might be to write a JSON exporter which could also be used for WebGL.
JSON is nice and simple to generate and offers a lot of options but I would then have to write some script for Unity to import the model so if I took that approach I would have to learn a fair bit about Unity.