[Bf-committers] Collada import support

Ton Roosendaal ton at blender.org
Wed Jun 29 18:28:58 CEST 2011


Hi Peter,

To my information, the official Autodesk Collada im/exporter isn't  
working well.
There's also an OpenCollada plugin available, Blender uses OpenCollada  
too... I would first try that?

Obviously any help to improve this workflow is always welcome!

-Ton-

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

On 29 Jun, 2011, at 15:14, Peter Amstutz wrote:

> Hello all,
>
> My development team wants to transition from 3DS Max 2011 to Blender
> for character modeling.  In order to do so, we need two pieces: the
> ability to get our data out of 3DS Max and into Blender, and the
> ability to export from Blender to Cal3D.  I've already found a Blender
> addon that exports to Cal3D.  It needs work, but that is something I
> can handle and doesn't involve Blender C++ code.
>
> I have been trying to use Collada to transfer our characters from 3DS
> Max to Blender, using the Autodesk-provided Collada exporter on the
> Max side.  The data consists of meshes, materials, bones, bone weights
> and animations.  From a cursory examination of the Collada XML file it
> appears that all the necessary data is present in the DAE file.
>
> Unfortunately, the Blender import of Collada doesn't work.  The errors
> range from "Image not found" (caused by missing paths to textures,
> surely not a fatal import error but nevertheless stops import in its
> tracks) to corrupted geometry.
>
> I am in a position that I can devote some time to testing / debugging
> / development on the Blender Collada importer to handle our import
> needs.  I also noticed there is a Google Summer of Code project to
> improve Collada animation import.  I would like to get in touch with
> Blender developers who can tell me about the state of Collada support
> in Blender to find our where I should focus my attention and avoid
> duplicate effort.  I've already checked out Blender trunk and
> successfully compiled and run a debug build, so I am ready to go, I
> just need some pointers on where to start.
>
> - Pete
>
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