[Bf-committers] Collada importer/exporter kickout

Morten Mikkelsen mikkelsen7 at gmail.com
Sat Jan 7 15:49:47 CET 2012


Yes that's a very relevant point. A collada solution with just positions,
UVs and normals
is not a solution. In that case you might as well use obj format.
I went through the hard work of writing a collada importer specifically to
get skinning and animation
into my tech frame-work.


On Sat, Jan 7, 2012 at 5:03 AM, skoti <skoti48 at o2.pl> wrote:

> 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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>
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