[Bf-committers] Blender and Collada support. Does it matter?

Ton Roosendaal ton at blender.org
Fri Aug 19 13:56:54 CEST 2011


In IRC devs mentioned  3dviewr.com as good collada reference. Although  
it's not official...
I think it would be a cool target for Khronos to expand their  
conformance suite with an open source (opencollada) viewer.


Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 19 Aug, 2011, at 13:19, Campbell Barton wrote:

> On Fri, Aug 19, 2011 at 4:45 PM, Knapp <magick.crow at gmail.com> wrote:
>>> Well that was basically the whole point of my post - people are  
>>> serious about Collada, many need it, and certainly funded dev on  
>>> it must be possible. Was mostly a reaction to you saying that  
>>> funding the work wouldn't work.
>>> So, as said, by all means talk with Khronos, but if that route is  
>>> slow or otherwise difficult, let's not let that stop us getting  
>>> improved code earlier.
>>>> Juan
>>> ~Toni
>> As a hobby user I am finding myself stuck because of Collada issues
>> also. I write games with Panda 3d. Blender used to have an "egg"
>> exporter but now it does not for the 2.5 line. Panda is switching to
>> the Collada importer but they are also being a bit slow about it.
>> Between all this I am stuck not being able to full do what I would
>> like to do. My current option is exporting to X format and then
>> converting to egg format but loosing stuff like animation.
>> For more info into this problem area between Blender and Panda 3d:
>> https://www.panda3d.org/forums/viewtopic.php?t=11087
>> Having a solid Blender Collada will make sure that in the future the
>> Blender -> Panda 3d pipeline is solid. It makes me very nervous  
>> seeing
>> all the Collada complaints and also seeing Panda3d be so slow in
>> getting a 2.5 pipeline with Blender.
>> So to sum it up; hobbyist need solid Collada too.
>> --
>> Douglas E Knapp
> Hi - note that this mail focuses mainly on export issues.
> For some reason neither GSOC projects we had so far have had exporting
> a skinned mesh (animated character run-cycle for example), as a
> priority.
> Apparently this works at some level but take a typical run-cycle (with
> IK and constraints) blender and export to collada, and its a no go -
> scrambled vertices's when I tested once a while ago, but I've heard
> Maya's support is also not good so, it could have been a bug there.
> To me this would be one of the first things to attempt to get working
> after basic camera, lamp, mesh support - for export at least.
> For FBX Its something I tested early on and had users help out making
> sure it worked correctly in different applications.
> See: http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Export/FBX
> So far I haven't spend much time with Collada but the few times I have
> tried to troubleshoot bugs in blender support  I couldn't even find a
> good program to view the models in - and I think this is part of the
> problem for development - perhaps there is one and I just didn't come
> across it - collada web viewer didn't run on my system, there was some
> other download-able viewer that was quite old IIRC.
> - For FBX there is a demo of MotionBuilder which is a good reference
> since they invented the format, Unity3D good for testing too.
> - For X3D I use view3dscene, h3d, freewrl sometimes whiteDune.
> But for Collada I didn't manage to find a viewer that is a defacto
> standard for testing and properly supporting most collada's features
> properly.
> This is really important IMHO because one can spend hours (or days),
> troubleshooting various combinations or
> animation/object/armature/deformation/scaled
> objects/non-uniform-scales's/parenting.. etc - so if its the viewer at
> fault - or its not accepted as being a correct implementation, theres
> not much motivation to painstakingly go over the code to ensure the
> files load properly in an external app.
> -- 
> - Campbell
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