[Bf-committers] Collada importer/exporter kickout

Juan Linietsky reduzio at gmail.com
Sat Jan 7 16:49:47 CET 2012


Ah, I tried to attach it to the e-mail, guess the mailing list does not
accept attachments?

Here's a dropbox link:

http://dl.dropbox.com/u/53086520/io_scene_dae.zip

Cheers

Juan Linietsky

On Sat, Jan 7, 2012 at 12:38 PM, Morten Mikkelsen <mikkelsen7 at gmail.com>wrote:

> 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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