[Bf-committers] Collada status
kwizatz at aeongames.com
Sun Aug 3 17:56:12 CEST 2008
The problem I found with the current Illusoft scripts is that they are
parse the COLLADA "manually", meaning they access the file as pure XML
through expat, which makes updating to later specification versions and
adding functionality very tedious and time consuming.
If you want to keep the functionality as scripts I would suggest at
least getting a hold of some implementation of COLLADA_DOM or FCOLLADA
Python bindings/extensions (which sadly don't seem to be available), and
migrate the current parsing code to that.
Ton Roosendaal wrote:
> Hi Collada devs!
> There's a wealth of attention for this part in Blender, and that's very
> welcome. In the past months we had to disappoint many (professional)
> users with the message "sorry, it is not maintained well now".
> Here's some info:
> - the sourceforge project below has halted.
> - that code is in our own svn, in:
> - could people provide patches against our svn py scripts?
> - is here anyone interested in accepting 'ownership' for collada (Tim
> seems to qualify well, since he's got a job doing it apparently :)
> - we can also arrange an irc meeting together about this... dunno about
> you guys timezones?
> Optimal would be to make it topic on our standard irc meetings, 4-6
> PM Netherlands time.
> On 3 Aug, 2008, at 0:03, Dalai Felinto wrote:
>> recently I used Blender Collada exporter to generate content for flash
>> The script looks fine, the only problem is that the final file looks
>> bigger then the necessary.
>> (I tried to import some collada samples and export it and the final
>> file Blender-generated was much bigger.
>> Anyways, if you need some help for testing, please let me know.
>> My test result is here (take a little time to load the texture ...):
>> Dalai Felinto
>> 2008/8/2 Rodrigo Hernandez <kwizatz at aeongames.com>:
>>> 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
>>> doesn't cover the full range of Collada possibilities (no export code
>>> all yet), it does handle geometries and skins (what I really needed
>>> a way to import characters) and materials to an extent, I am working
>>> 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
>>> 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
>>> the only one working on it, I just decided to keep it there while
>>> a work in progress.
>>> Feel free to contact me for any questions you may have.
>>> 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?
>>>> Bf-committers mailing list
>>>> Bf-committers at blender.org
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>>> Bf-committers at blender.org
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> Ton Roosendaal Blender Foundation ton at blender.org
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