[Bf-committers] Collada importer/exporter kickout

skoti skoti48 at o2.pl
Sat Jan 7 19:16:19 CET 2012


I wanted to test your exporter on my example scene, but there are errors 
and the files are not compatible with the specification - for example in 
"<light>" you have a child "<optics>" ... in the specification have 
clarified that the "<optics>" may be only child of "<camera>".

On Sat, Jan 7, 2012 at 16:49, Juan Linietsky 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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