[Bf-committers] GoZ emulation for Blender

Paolo Ciccone phciccone at gmail.com
Thu Sep 9 20:39:23 CEST 2010


Actually Collada would be too much work, I'm really thinking about single
figure, model/place inside an app, press a button, have that loaded in
Blender, morph it, press another button and go back to the original app with
the morph loaded.
I can write to OBJ fast but Collada opens a whole series of problems. The
issue for me is not the format as much as the automation. I'm wondering if I
can call or control the importer/exporter from Blender in a batch/automated
way.

Thanks.

Paolo Ciccone
www.preta3d.com
www.paolociccone.com



On Thu, Sep 9, 2010 at 11:30 AM, Tom M <letterrip at gmail.com> wrote:

> On Thu, Sep 9, 2010 at 10:06 AM, Paolo Ciccone <phciccone at gmail.com>
> wrote:
> > Hello.
> >
> > You might have seen ZBrush's GoZ, the bidirectional integration between
> > ZBursh and other 3D modelers like C4D, Maya and Modo. I like the way it
> > works, it makes the workflow much more fluid and helps the creative
> artists.
> > I'd like to implement something similar for Blender, not just for ZBrush
> but
> > other applications as well,  and I was wondering if using the OBJ format
> > would be the right approach. That's what ZBrush does, export to OBJ and
> then
> > use a pair of scripts, one of each side, to make the loading and
> > import/export completely automatic.
> >
> > Would this be feasible with the  Blender OBJ import/export scripts or I
> > should work on a new solution?
>
> You might want to consider Collada.  Just about 'everything in the
> universe' has basic support for it now, and if you or someone else
> wants to support animation in the future that would allow a clear
> development path.
>
> >
> > Thanks in advance.
> >
> > Paolo Ciccone
> > www.preta3d.com
> > www.paolociccone.com
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
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