[Bf-committers] Collada importer/exporter kickout

Juan Linietsky reduzio at gmail.com
Sat Jan 7 16:52:28 CET 2012


Ah also, I think I wrote it for Blender 2.58 so I hope no API has changed
since then and stil works.

Cheers

Juan Liniesky

On Sat, Jan 7, 2012 at 12:49 PM, Juan Linietsky <reduzio at gmail.com> wrote:

> 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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