[Bf-committers] GoZ emulation for Blender
antont at kyperjokki.fi
Thu Sep 9 20:55:03 CEST 2010
Paolo Ciccone kirjoitti:
> 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
Probably yes. At least in 2.4 times most of them were also normal py
modules, which were easy enough to import in your own code and call etc.
You can have something that monitors filesystem for changes, or some
interprocess comms which can use to tell about changes.
> Paolo Ciccone
> 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>
>>> 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
>>> I'd like to implement something similar for Blender, not just for ZBrush
>>> 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
>>> 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
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>>> Bf-committers at blender.org
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