[Bf-committers] Introduction and Request

Aurel W. aurel.w at gmail.com
Wed Sep 22 20:33:57 CEST 2010


if there is much commercial interest in collada support, you may also
consider funding a developer (or the devs currently working on it) for
this. Even getting someone payed for some extra 100-200 work hours can
make a huge difference in getting this job done soon.


On 22 September 2010 20:20, Juan Linietsky <reduzio at gmail.com> wrote:
>  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..
> cheers
> 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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