[Bf-committers] Collada status

Rodrigo Hernandez kwizatz at aeongames.com
Sat Aug 2 22:41:06 CEST 2008


Hi, I started working on a Collada importer/exporter of my own a while 
ago, it is really a Python extension that uses COLLADA_DOM, although it 
doesn't cover the full range of Collada possibilities (no export code at 
all yet), it does handle geometries and skins (what I really needed was 
a way to import characters) and materials to an extent, I am working on 
deciphering animation :).

If there is interest the code can later be integrated into Blender, or 
kept as is (though it really just uses Python as glue code, why is there 
no binary API?).

Anyway, all this is to say that if you're planning to start a new 
Blender COLLADA project, you may want to help out with the code base I 
already have so you don't reinvent the wheel, and the project moves 
forward faster.

The code I am currently hosting on my private server at 
http://svn.aeongames.com/svn/BlenderCollada/trunk/ , but its open 
source, there is no license yet, but will probably be MIT or BSD, if 
needed be, I would move it to google code or sourceforge, but since I am 
the only one working on it, I just decided to keep it there while still 
a work in progress.

Feel free to contact me for any questions you may have.

Regards,
Rodrigo Hernandez.

Tim Knip wrote:
> Hi list,
>
> This is my first post here.
>
> The reason I joined, is that I need 'good' Collada export and willing
> to work on this.
> I'm doing the Collada stuff - http://ascollada.org/?tag=collada - for
> Papervision3D - http://blog.papervision3d.org/ - a 3D implementation
> for Adobe Flash.
>
> So I've got some understanding of the Collada spec.
> My knowledge on Blender etc. is near zero, though I can handle Python a bit.
>
> I understand that Collada import/export is still handled by
> http://sourceforge.net/projects/colladablender/ ?
> Maybe I should simply join this one?
>
> Anyway: just wanted to ask you how/if I should proceed and whether
> there are already plans for Collada?
>
> Thanks,
> Tim
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> Bf-committers at blender.org
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>   



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