[Bf-committers] Collada importer/exporter kickout

skoti skoti48 at o2.pl
Sat Jan 7 14:03:59 CET 2012


I know Collada importer / exporter is problematic (I wrote an importer 
for my engine and I know that everything in the Collada can be stored in 
N different ways).

- If you want to use the model in Second Life / Google Earth, you have 
to use Collada, if you want to use models in engines WebGL/Flash3D 
practically have to use Collada (is there any web engine with FBX 
importer?), Most game engines use Collada for importing data (support 
for FBX a few). FBX exporter also has bugs. Well, that FBX is in a 
blender, but it is not usually an option for people using Collada.

- If someone uses Collada it not for the base mesh + uv (then using *. 
obj) and for skeletal animation, lights, cameras and their animation 
(motion, color, light and their intensity), multiUV (uv for color, 
normalmap ... + uv for lightmap). And all this in current Collada 
exporter works well.

- No other exporter does not work here as well as Collada - ofc has 
bugs, but it has nothing what could replace the Collada in this task. In 
the future, Alembic can replace Collada, but not for several years.

IMO, better to leave Collada, until you will be able to replace it with 
success to other formats like Alembic (FBX is not popular in the 
software and you can not replace him Collada in most tasks).


On 7 Jan, 2012, at 12:30, Ton Roosendaal wrote:
> Hi,
>
> I realize the proposal was harsh, but it was meant as a public statement as well (to khronos, opencollada team, etc). I don't want to blame it on the hard working devs here. We do have collada IO work at some level, and that has been proven useful in several cases. The job is just incredible hard to achieve.
>
> To move forward:
>
> - userts who successfully applied .dae could also check whether another exchange format would have done the job as good. Tried FBX?
>
> - note that for basic mesh (+uv) export, a quite simple script could do the job already. It is probably a few days job for a py scripter.
>
> - we are currently including about 100 MB of opencollada libs to make a feature work that's meant to be able to exchange (I+O) full shots or game environments, with character animation and so on. That's what Collada was designed for, and that's a target we can't support.
>
> -Ton-
>
> ------------------------------------------------------------------------
> Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 6 Jan, 2012, at 21:21, Morten Mikkelsen wrote:
>
>>> 1) Official announcement that Blender drops Collada support
>>> 2) Move Collada support into a branch, out of trunk
>>> 3) Create a tracker "orphanage" or "branches" or so, where we put all
>>> reports that are not in support (anymore).
>>>
>>>
>> I just want to say though I am not up for the challenge of taking over on
>> this sub project I would be sad to see Collada support taken out of trunk.
>> I use it often also with skinning export. I know many users do and
>> eventhough I understand everyone's frustration I prefer the implementation
>> that is there now (which I use often) to no built-in version at all.
>>
>> I am not disagreeing with any of the frustrating aspects of Collada which
>> you and others have mentioned.
>> Just saying personally I do use it and would very much like to keep it in.
>> With bugs and all :)
>>
>> I have seen many other commercial tools with awful crappy .3ds importers
>> and exporters but bad as they were they didn't take them out
>> because people were still relying on them and using them. Despite the bugs
>> in them.
>>
>>
>> Cheers,
>>
>> Morten.
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