francoistarlier at gmail.com
Mon Aug 23 17:01:03 CEST 2010
I don't see any common stuff w/ Collada actually.
Collada is useful in case you have to exchange datas and expect to re-edit
later. Then you will have to deal with stuff like bones and rigging that
doesn't work, lighting properties that do not match and I'm not even
starting w/ animation curves and stuff...
to me Alembic looks more like a bake file format, so at that point you do
not expect to edit what you got. It is more based on a multi-company /
multi-software workflow based, where you don't want to deal w/ I/O
For instance, one company is taking care of all the environment with some
dynamics happening, and another company (which do not use the same software
as the first company) is animating a crowed running in this environment.
This just simplify the workflow, today if you wanted to that (and I have see
this before in a company) you would have to export an obj file for each
That's actually what we do w/ fluids in blender today, I believe there is a
script that does that somewhere to export to Max. Well I guess Alembic is
something that goes in this way, but maybe more mature. But there is no
comparaison to Collada to me, or maybe I misunderstood there point.
2010/8/23 Daniel Salazar - 3Developer.com <zanqdo at gmail.com>
> Iḿ very interested, I see its far more based on point caches than what
> collada tried to do (exporting bones and all that stuff that NEVER
> works) I see this is a more mature and experience aproach but only
> time will say :)
> Daniel Salazar
> On Sun, Aug 22, 2010 at 9:30 PM, Benjamin Tolputt
> <btolputt at internode.on.net> wrote:
> > Is there any reason this is going to be better than Collada or is this
> > another example of "Not Invented Here Syndrome"?
> > If there are real advantages, I can see a point to Blender getting in
> > with an importer/exporter. If it is just another Collada though - I can
> > see this being another format war with no real winner...
> > --
> > Regards,
> > Benjamin Tolputt
> > Analyst Programmer
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