[Bf-committers] Collada importer/exporter kickout

Gaia Clary gaia.clary at machinimatrix.org
Sat Jan 7 19:34:42 CET 2012


I have done a couple of tests with Blender 2.61 to check if it exports 
correct for Second Life.
For some reason it takes a long time to export an animatin which 
actually does not exist.
Yes i have unchecked "export animation" :)
The import to Second Life yields import errors.
I havent tested in more depth. Maybe the script behaves wrong
because it was made for 2.58 ?

cheers,
Gaia

Am 07.01.2012 19:16, schrieb skoti:
> 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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