|19 earlier messages|
|skoti||Jan 6, 2012 5:11 pm|
|Morten Mikkelsen||Jan 6, 2012 5:34 pm|
|Przemyslaw Golab||Jan 7, 2012 12:40 am|
|Ton Roosendaal||Jan 7, 2012 3:30 am|
|skoti||Jan 7, 2012 5:03 am|
|Morten Mikkelsen||Jan 7, 2012 6:49 am|
|Juan Linietsky||Jan 7, 2012 7:06 am|
|Morten Mikkelsen||Jan 7, 2012 7:38 am|
|Juan Linietsky||Jan 7, 2012 7:49 am|
|Juan Linietsky||Jan 7, 2012 7:51 am|
|Juan Linietsky||Jan 7, 2012 8:22 am|
|Morten Mikkelsen||Jan 7, 2012 8:29 am|
|Domino Marama||Jan 7, 2012 9:03 am|
|Erwin Coumans||Jan 7, 2012 9:07 am|
|Juan Linietsky||Jan 7, 2012 9:10 am|
|Erwin Coumans||Jan 7, 2012 9:23 am|
|Morten Mikkelsen||Jan 7, 2012 9:46 am|
|skoti||Jan 7, 2012 10:15 am|
|Gaia Clary||Jan 7, 2012 10:34 am|
|Knapp||Jan 7, 2012 10:34 am|
|Erwin Coumans||Jan 7, 2012 11:15 am|
|Alexandr Kuznetsov||Jan 7, 2012 11:32 am|
|Juan Linietsky||Jan 7, 2012 12:04 pm|
|Juan Linietsky||Jan 7, 2012 12:06 pm|
|Juan Linietsky||Jan 7, 2012 12:08 pm|
|Erwin Coumans||Jan 7, 2012 12:13 pm|
|Sergey Kurdakov||Jan 7, 2012 12:31 pm|
|Sebastian||Jan 7, 2012 1:22 pm|
|Juan Linietsky||Jan 7, 2012 2:33 pm|
|Morten Mikkelsen||Jan 7, 2012 3:08 pm|
|Juan Linietsky||Jan 7, 2012 3:24 pm|
|Morten Mikkelsen||Jan 7, 2012 3:36 pm|
|Campbell Barton||Jan 7, 2012 6:44 pm|
|skoti||Jan 8, 2012 1:57 am|
|François T.||Jan 8, 2012 3:23 pm|
|Juan Linietsky||Jan 8, 2012 3:30 pm|
|angj...@gulftel.com||Jan 8, 2012 4:34 pm|
|Juan Linietsky||Jan 8, 2012 7:16 pm|
|Campbell Barton||Jan 8, 2012 8:39 pm|
|Juan Linietsky||Jan 8, 2012 9:36 pm|
|Kalle-Samuli Riihikoski||Jan 8, 2012 9:54 pm|
|Campbell Barton||Jan 8, 2012 9:56 pm|
|François T.||Jan 9, 2012 12:26 am|
|Ton Roosendaal||Jan 9, 2012 2:43 am|
|Sebastian||Jan 9, 2012 3:09 am|
|Domino Marama||Jan 9, 2012 3:59 am|
|François T.||Jan 9, 2012 5:30 am|
|Peter Amstutz||Jan 9, 2012 5:37 am|
|Domino Marama||Jan 9, 2012 5:50 am|
|Juan Linietsky||Jan 9, 2012 6:07 am|
|26 later messages|
|Subject:||Re: [Bf-committers] Collada importer/exporter kickout|
|From:||Juan Linietsky (redu...@gmail.com)|
|Date:||Jan 7, 2012 12:08:09 pm|
I think unless there is a skeleton, it samples animation of anything that has curves. As said, while it exprors everything, it needs some little tweaking, but the source code is so simple that it should be easy to fix.
On Sat, Jan 7, 2012 at 3:34 PM, Gaia Clary <gaia...@machinimatrix.org>wrote:
I have done a couple of tests with Blender 2.61 to check if it exports correct for Second Life. For some reason it takes a long time to export an animatin which actually does not exist. Yes i have unchecked "export animation" :) The import to Second Life yields import errors. I havent tested in more depth. Maybe the script behaves wrong because it was made for 2.58 ?
Am 07.01.2012 19:16, schrieb skoti:
I wanted to test your exporter on my example scene, but there are errors and the files are not compatible with the specification - for example in "<light>" you have a child"<optics>" ... in the specification have clarified that the "<optics>" may be only child of"<camera>".
On Sat, Jan 7, 2012 at 16:49, Juan Linietsky wrote:
Ah, I tried to attach it to the e-mail, guess the mailing list does not accept attachments?
Here's a dropbox link:
On Sat, Jan 7, 2012 at 12:38 PM, Morten Mikkelsen<mikk...@gmail.com wrote:
In my case I do not need morphs. I do need animation and skinning though. And obviously also geometries and materials. And it sounds like you have this covered? I have no sense of loyalty toward OpenCollada so if this is a viable solution I am for it. Can you make it available somewhere with instructions on how to install it so people can test it?
Cheers and thanks,
On Sat, Jan 7, 2012 at 7:06 AM, Juan Linietsky<redu...@gmail.com> wrote:
I made my own Collada exporter in Python and that's what I've been using. It's less than 1k lines of code and does not depend upon any library or anything, but it exports everything except morphs. I don't have much time to work on it at the moment, but it's so simple and complete that if anyone else want's to work on it, it should be really easy. I'm also
expert at Python or Blender API so someone more experience can probably shape it up better. It's also much more stable than the official one (due to it being so small).
Feel free to do anything with it or integrate it into Blender, just credit me on the file. I would love to work more on it, or even make a proper importer since I have a high level of expertise in Collada, but I have very little time and must work to earn my meals.
On Sat, Jan 7, 2012 at 11:49 AM, Morten Mikkelsen<
wrote: Yes that's a very relevant point. A collada solution with just positions, UVs and normals is not a solution. In that case you might as well use obj format. I went through the hard work of writing a collada importer
get skinning and animation into my tech frame-work.
On Sat, Jan 7, 2012 at 5:03 AM, skoti<skot...@o2.pl> wrote:
I know Collada importer / exporter is problematic (I wrote an importer for my engine and I know that everything in the Collada can be
N different ways).
- If you want to use the model in Second Life / Google Earth, you have to use Collada, if you want to use models in engines WebGL/Flash3D practically have to use Collada (is there any web engine with FBX importer?), Most game engines use Collada for importing data (support for FBX a few). FBX exporter also has bugs. Well, that FBX is in a blender, but it is not usually an option for people using Collada.
- If someone uses Collada it not for the base mesh + uv (then using *. obj) and for skeletal animation, lights, cameras and their animation (motion, color, light and their intensity), multiUV (uv for color, normalmap ... + uv for lightmap). And all this in current Collada exporter works well.
- No other exporter does not work here as well as Collada - ofc has bugs, but it has nothing what could replace the Collada in this
the future, Alembic can replace Collada, but not for several years.
IMO, better to leave Collada, until you will be able to replace it with success to other formats like Alembic (FBX is not popular in the software and you can not replace him Collada in most tasks).
On 7 Jan, 2012, at 12:30, Ton Roosendaal wrote:
I realize the proposal was harsh, but it was meant as a public
as well (to khronos, opencollada team, etc). I don't want to blame
the hard working devs here. We do have collada IO work at some
that has been proven useful in several cases. The job is just incredible hard to achieve.
To move forward:
- userts who successfully applied .dae could also check whether
exchange format would have done the job as good. Tried FBX?
- note that for basic mesh (+uv) export, a quite simple script
the job already. It is probably a few days job for a py scripter.
- we are currently including about 100 MB of opencollada libs to
feature work that's meant to be able to exchange (I+O) full shots or game environments, with character animation and so on. That's what
designed for, and that's a target we can't support.
Ton Roosendaal Blender Foundation to...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 6 Jan, 2012, at 21:21, Morten Mikkelsen wrote:
1) Official announcement that Blender drops Collada support 2) Move Collada support into a branch, out of trunk 3) Create a tracker "orphanage" or "branches" or so, where we put all reports that are not in support (anymore).
I just want to say though I am not up for the challenge of taking
this sub project I would be sad to see Collada support taken out
I use it often also with skinning export. I know many users do and eventhough I understand everyone's frustration I prefer the implementation that is there now (which I use often) to no built-in version at all. I am not disagreeing with any of the frustrating aspects of
you and others have mentioned. Just saying personally I do use it and would very much like to
With bugs and all :)
I have seen many other commercial tools with awful crappy .3ds importers and exporters but bad as they were they didn't take them out because people were still relying on them and using them. Despite