[Bf-committers] Collada importer/exporter kickout

Juan Linietsky reduzio at gmail.com
Sat Jan 7 21:06:40 CET 2012


Yeah I'm not sure it's 100% bug-free, but if you look at the source code,
it's so simple that such issues are very easy to fix.


On Sat, Jan 7, 2012 at 3:16 PM, skoti <skoti48 at o2.pl> wrote:

> 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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