atom feed95 messages in [Bf-committers] Collada importer/...
FromSent OnAttachments
63 earlier messages
SebastianJan 9, 2012 3:09 am 
Domino MaramaJan 9, 2012 3:59 am 
François T.Jan 9, 2012 5:30 am 
Peter AmstutzJan 9, 2012 5:38 am 
Domino MaramaJan 9, 2012 5:51 am 
Juan LinietskyJan 9, 2012 6:07 am 
SebastianJan 9, 2012 7:22 am 
Domino MaramaJan 9, 2012 7:53 am 
spatialJan 9, 2012 2:52 pm 
SebastianJan 9, 2012 3:25 pm 
Antony RiakiotakisJan 9, 2012 3:33 pm 
Campbell BartonJan 9, 2012 3:37 pm 
Campbell BartonJan 9, 2012 4:20 pm 
Ton RoosendaalJan 10, 2012 2:15 am 
johannes amorosaJan 10, 2012 3:29 am 
spatialJan 10, 2012 3:57 am 
François T.Jan 10, 2012 5:57 am 
Erwin CoumansJan 10, 2012 6:30 am 
Gaia ClaryJan 10, 2012 7:46 am 
Juan LinietskyJan 10, 2012 1:47 pm 
Daniel Salazar - 3Developer.comJan 10, 2012 1:53 pm 
Juan LinietskyJan 10, 2012 2:39 pm 
Ton RoosendaalJan 11, 2012 2:06 am 
SebastianJan 11, 2012 12:00 pm 
Juan LinietskyJan 11, 2012 7:27 pm 
Juha Mäki-KantoJan 14, 2012 12:27 pm 
Juha Mäki-KantoJan 15, 2012 3:21 am 
Juan LinietskyJan 15, 2012 6:10 am 
SebastianJan 15, 2012 6:23 am 
Juha Mäki-KantoJan 15, 2012 11:38 am 
Peter AmstutzJan 17, 2012 1:43 pm 
Stephen SwaneyJan 17, 2012 6:27 pm 
Subject:Re: [Bf-committers] Collada importer/exporter kickout
From:Juan Linietsky (
Date:Jan 11, 2012 7:27:12 pm

Not a patch, but here's my collada importer, it's really simple, very complete feature wise and very compatible. Main file: collada.* Simple xml parser: xml_parser.* Stuff that loads into middleare: scene_format_collada.*

Probably the way to go is to just integrate the simple xml parser and then try to port collada.h/collada.cpp, later use the data (using scene_format_collada.* as reference) to import it to blender. If any help is needed, drop me a mail.


Juan Linietsky

On Wed, Jan 11, 2012 at 7:06 AM, Ton Roosendaal <> wrote:


You can count on plenty of people jumping on a patch if you publish it. Don't understimate the power of having many eyes looking. If it requires more expertise or IO experience, Campbell is around to check on it too.


------------------------------------------------------------------------ Ton Roosendaal Blender Foundation Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands

On 10 Jan, 2012, at 23:39, Juan Linietsky wrote:

Heh I wanted to emphasize that it works, but I seriously do need to work with someone familiar with writing blender and/or blender import plugins in C++ to do it, who can take my code and adapt it to Blender. It should be a short task for someone with that experience.



On Tue, Jan 10, 2012 at 6:53 PM, Daniel Salazar - <> wrote:

That sounds *very* exciting and *very* appropriate for our needs :) OC ads too much weight to Blender's big ass

Daniel Salazar

On Tue, Jan 10, 2012 at 3:48 PM, Juan Linietsky <> wrote:

I didn't realize a collada exporter was so important. If so..

I have a *very* *tested* and *very* *small* collada importer in my middleware stuff (~3k lines of C++ code). It supports pretty much everything (models, skeletons, materials, cameras, lights, morphs, any-axis orientation, animations with matrices or curves, etc).

Given it's very small size and non-dependency on OC, it's very easy to understand and *very easy to mantain*. It pretty much just ignores conformance of input files and just attempts to grab wathever data it needs so *compatibility is extremely high*.

It's not a standalone library, but it's separated enough that *if someone knowledgable of blender internals *wants to give a try to adapting it to blender (of course with me 100% available for answering questions with this), i think in a matter of a few hours we can solve the Blender problem of collada import support. However as I said in previous mails, I really lack the time to get familiar with Blender internals and do this myself.


Juan Linietsky

On Tue, Jan 10, 2012 at 11:30 AM, Erwin Coumans <


Until Blender has good fbx import or an alternative collada import (python?) it would be good to postpone dropping OpenCollada.

From the feedback, some people are using the import feature, and



no replacement.

Let's hope someone stands up and fixes the issues in trunk, rather then branch. On Jan 10, 2012 2:15 AM, "Ton Roosendaal" <> wrote:


The Collada conformance suite is not working, and working on it won't help anything. I wrote about this here;

Collada just has no reference stakeholder(s) (like how fbx was native for motionbuilder). Blender would be the worst stakeholder for it even, since we have the awesome .blend :)

Much better stakeholders would be Linden Labs (2nd life), or



Daz? Three names of companies who make plenty of dollars with software licensing. Why don't they put an employee as developer in our team, to ensure Collada exports smoothly for their products?

I even wouldn't mind a (python) addon "Export to DazCollada, CryCollada, 2ndLifeCollada, etc. It's how collada has been designed to work anyway...


Ton Roosendaal Blender Foundation Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands

On 10 Jan, 2012, at 0:25, Sebastian wrote:

COLLADA has a great conformance test suite at

It's being made available for free and I've already seen Blender results uploaded some time ago.

On 09.01.2012 23:52, spatial wrote:

For the COLLADA community Blender is definitely one of the most important stakeholders to stop supporting COLLADA would make



DCC exchange even worse.

I agree. Not to mention all those who co use it alongside LW , all of DAZ products....etc.

I actually tried to avoid a discussion here since a long time, but topic is too important.

First, kicking out collada from blender doesn't help anyone. None



"common" interexchange formats is that reliable / support all features. To have at least a second format as a backup strategy, if a certain features arent't supported / have some unreliable results, is a "must have" in every cross application enviroment.

And btw, blenders FBX import is, from my experience, still not as reliable as it should be, to actually replace collada. (sorry,



no actual bashing... its already great what has been archived... especially if you consider that it is allways pain in the ass, to support such a complex exchange format)

We are currently discussing further financing of OpenCOLLADA and will spend more time the next months on bugfixing and conformance tests.

Sorry to say this, but this is one of the mayor reasons I have to



Conformance tests do only help a little to 0 The big _advantage_ fbx has, is a working reference application



No conformance test can actually be that foolproof to support all features and variations. So by this simple unoffical agreement,"if it doesn't work in maya - it is broken", users and developers have an ideal platform to discuss errors / find workarounds. This greatly



"picking in the dark" situation all developers currently face with collada. Even if a dev doesn't have access to it, in a lot of



can track down problems reported by users who do provide a simple screenshot.

Could this collada reference application be Blender ? For me this is a very attractive idea, but also, I'm very aware of



that I'm opening a can of worms I'm actually in no way in the right position to touch.

Anyway just my 2 cents on this. chris