[Bf-committers] Collada status

Tim Knip tim.knip at gmail.com
Sun Aug 3 21:38:20 CEST 2008


Hi Rodrigo,

I'll check out your code and see if I can get my environment setup okay.
Cool, cause I'm focused more on export :-)

But maybe the COLLADA_DOM filesize poses a problem?

Anyways: maybe this is for me a good entrypoint for understanding
Blender in general.

Tim.

2008/8/3 Rodrigo Hernandez <kwizatz at aeongames.com>:
>
> Hi Tom,
>
> I think adding a C/C++ API for plugins while keeping Python as an
> alternative would really do a lot of good for situations like these.
>
> The Windows Mingw COLLADA_DOM Dll release build is 4.71MB stripped of
> debugging info, 1.459MB compressed, not exactly small.
>
> As I said before, I have already done work on the import side using
> COLLADA_DOM, I'd take ownership, but I just don't have the time, I can help
> though, and if there is interest, I can make available a binary of my plugin
> for testing purposes.
>
> Cheers!
>
> Tom M wrote:
>>
>> Hi Tim,
>>
>> Collada_Dom is 'MIT' licensed
>>
>>
>> http://collada-dom.svn.sourceforge.net/viewvc/collada-dom/trunk/dom/license.txt?view=log
>>
>> which is GPL compatible,
>>
>> http://www.gnu.org/philosophy/license-list.html
>>
>> so we are okay as regards the legalities.
>>
>> The reason the majority of our import/export scripts are written in
>> python is that python is 'easier' to do them in, and easier to
>> maintain if the original developer disappears (which happens pretty
>> often).  That said, I personally wouldn't object to using Collada/DOM.
>>  Anyone know roughly how much it would add to our (zipped) binary size
>> to include Collada DOM?
>>
>> Python bindings for a well defined API are pretty easy to do (I think
>> there are automagic bindings generators that work well).  However they
>> probably aren't necessary.
>>
>> LetterRip
>>
>>
>>>
>>> And assuming we would go for Python, how difficult would it be to
>>> create the bindings ourselfs?
>>>
>>> Now: I would be inclined to take this on me, but you may understand I
>>> need lots of help on the Blender API side.
>>> Also, got a 'normal' daytime job, so things will take time.
>>>
>>> IRC meeting: anytime... I'm in The Netherlands.
>>>
>>> Tim
>>>
>>> 2008/8/3 Rodrigo Hernandez <kwizatz at aeongames.com>:
>>>
>>>>
>>>> Hi Ton,
>>>>
>>>> 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.
>>>>
>>>> Regards,
>>>> Rodrigo Hernandez.
>>>>
>>>> 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.
>>>>>   http://sourceforge.net/projects/colladablender/
>>>>>
>>>>> - that code is in our own svn, in:
>>>>>   blender/release/scripts/collada*.py
>>>>>
>>>>> Actions:
>>>>>
>>>>> - 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.
>>>>>
>>>>> -Ton-
>>>>>
>>>>>
>>>>> On 3 Aug, 2008, at 0:03, Dalai Felinto wrote:
>>>>>
>>>>>
>>>>>
>>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> recently I used Blender Collada exporter to generate content for flash
>>>>>> 3D.
>>>>>> 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 ...):
>>>>>> http://www.ecopath.org/nonewe/3DModelsDemo/3D_shark.swf
>>>>>>
>>>>>> Regards,
>>>>>>
>>>>>> Dalai Felinto
>>>>>> http://blenderecia.orgfree.com
>>>>>>
>>>>>> 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
>>>>>>> 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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>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
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>>>>>>
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>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> ------------------------------------------------------------------------
>>>>> --
>>>>> Ton Roosendaal  Blender Foundation ton at blender.org
>>>>> http://www.blender.org
>>>>>
>>>>> _______________________________________________
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