[Bf-committers] Introduction and Request

Juan Linietsky reduzio at gmail.com
Wed Sep 22 20:20:14 CEST 2010

  Yeah, one possibility is to use Blender FBX export and re-export models
and animations in Maya and Max, although it would be desirable to not depend
on that software. Actually, the company i'm working with did this for past
projects, but it would be desirable to not depend on that software, and
being that Collada export is so close to completion, the idea is providing
testing and feedback for it..


On Wed, Sep 22, 2010 at 11:48 AM, Campbell Barton <ideasman42 at gmail.com>wrote:

> On Wed, Sep 22, 2010 at 12:15 AM, Juan Linietsky <reduzio at gmail.com>
> wrote:
> > Hi! My name is Juan Linietsky and I work as consultant for many game
> > development studios. Usually, I provide tools, technology and support to
> > them as part of my job.
> > I noticed that more and more artists in studios are pushing for Blender
> as
> > an alternative to commercial tools such as 3DS max, both because it's
> free
> > and they really love the tool.
> > However, Blender still has a huge drawback in game development, which is
> the
> > very poor Collada support. I have no doubts that the support in 2.5
> series
> > improved, but even though the artists i work with are very enthusiastic,
> > support is still not at the same level they find in autodesk software
> using
> > OpenCollada or ColladaMaya.
> >
> > I may have to start working on a Playstation 3 project with a company
> soon
> > that will requiere them to use almost all the functionality present in
> > Collada (like skinning, morphing, animation, etc), and the artists would
> > really like to use Blender 2.5 and contribute to test it and use it in a
> > real world scenario. I'm sure that they can provide very valuable testing
> > and feedback to Blender 2.5 development and help make Collada support
> very
> > solid. However, I'd really like to know if I can count on the Blender
> > development community to receive feedback and help fix the issues that
> will
> > arise in this real-world-usage scenario of Blender 2.5.
> >
> > Cheers!
> >
> > Juan Linietsky
> If you cant get collada working well, Blender also exports to FBX.
> Admittedly FBX format is proprietary but its been used quite a bit
> with unity3d and tested to work with other apps like maya, cinema4d
> and motion-builder.
> If there are bugs in the tracker I try to fix them.
> Limitations of blenders support are export only and it bakes the
> IK's/Constraints to paths so its not great for editing animations
> externally, just playing.
> See:
> http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Export/FBX
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