[Bf-committers] Collada importer/exporter kickout

Morten Mikkelsen mikkelsen7 at gmail.com
Sat Jan 7 16:38:59 CET 2012


In my case I do not need morphs. I do need animation and skinning though.
And obviously
also geometries and materials. And it sounds like you have this covered?
I have no sense of loyalty toward OpenCollada so if this is a viable
solution
I am for it. Can you make it available somewhere with instructions on how
to install it so people can test it?

Cheers and thanks,

Morten


On Sat, Jan 7, 2012 at 7:06 AM, Juan Linietsky <reduzio at gmail.com> wrote:

> Hi guys,
>
>    I made my own Collada exporter in Python and that's what I've been
> using. It's less than 1k lines of code and does not depend upon any library
> or anything, but it exports everything except morphs. I don't have much
> time to work on it at the moment, but it's so simple and complete that if
> anyone else want's to work on it, it should be really easy. I'm also not an
> expert at Python or Blender API so someone more experience can probably
> shape it up better. It's also much more stable than the official one (due
> to it being so small).
>
> Feel free to do anything with it or integrate it into Blender, just credit
> me on the file. I would love to work more on it, or even make a proper
> importer since I have a high level of expertise in Collada, but I have very
> little time and must work to earn my meals.
>
> Cheers!
>
> Juan Linietsky
>
>
> On Sat, Jan 7, 2012 at 11:49 AM, Morten Mikkelsen <mikkelsen7 at gmail.com
> >wrote:
>
> > 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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