[Bf-committers] Collada importer/exporter kickout

Sebastian sebastian at opencollada.org
Wed Jan 11 21:00:08 CET 2012


Is there a list containing all COLLADA related bugs somewhere? There are 
only a few, some of them very unspecific, on the 2.6 bug tracker.



On 11.01.2012 11:06, Ton Roosendaal wrote:
> Hi,
>
> You can count on plenty of people jumping on a patch if you publish it. Don't understimate the power of having many eyes looking. If it requires more expertise or IO experience, Campbell is around to check on it too.
>
> -Ton-
>
> ------------------------------------------------------------------------
> Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands
>
> On 10 Jan, 2012, at 23:39, Juan Linietsky wrote:
>
>> Heh I wanted to emphasize that it works, but I seriously do need to work
>> with someone familiar with writing blender and/or blender import plugins in
>> C++ to do it, who can take my code and adapt it to Blender. It should be a
>> short task for someone with that experience.
>>
>> Cheers
>>
>> Juan
>>
>>
>> On Tue, Jan 10, 2012 at 6:53 PM, Daniel Salazar - 3Developer.com<
>> zanqdo at gmail.com>  wrote:
>>
>>> That sounds *very* exciting and *very* appropriate for our needs :) OC ads
>>> too much weight to Blender's big ass
>>>
>>> Daniel Salazar
>>> 3Developer.com
>>>
>>>
>>> On Tue, Jan 10, 2012 at 3:48 PM, Juan Linietsky<reduzio at gmail.com>  wrote:
>>>
>>>> I didn't realize a collada exporter was so important. If so..
>>>>
>>>> I have a *very* *tested* and *very* *small* collada importer in my
>>>> middleware stuff (~3k lines of C++ code). It supports pretty much
>>>> everything (models, skeletons, materials, cameras, lights, morphs,
>>> any-axis
>>>> orientation, animations with matrices or curves, etc).
>>>>
>>>> Given it's very small size and non-dependency on OC, it's very easy to
>>>> understand and *very easy to mantain*. It pretty much just ignores
>>>> conformance of input files and just attempts to grab wathever data it
>>> needs
>>>> so *compatibility is extremely high*.
>>>>
>>>> It's not a standalone library, but it's separated enough that *if someone
>>>> knowledgable of blender internals *wants to give a try to adapting it to
>>>> blender (of course with me 100% available for answering questions with
>>>> this), i think in a matter of a few hours we can solve the Blender
>>> problem
>>>> of collada import support. However as I said in previous mails, I really
>>>> lack the time to get familiar with Blender internals and do this myself.
>>>>
>>>> Cheers
>>>>
>>>> Juan Linietsky
>>>>
>>>>
>>>> On Tue, Jan 10, 2012 at 11:30 AM, Erwin Coumans<erwin.coumans at gmail.com
>>>>> wrote:
>>>>
>>>>> Until Blender has good fbx import or an alternative collada import
>>>>> (python?) it would be good to postpone dropping OpenCollada.
>>>>>
>>>>>>  From the feedback, some people are using the import feature, and there
>>>> is
>>>>> no replacement.
>>>>>
>>>>> Let's hope someone stands up and fixes the issues in trunk, rather then
>>>>> branch.
>>>>> On Jan 10, 2012 2:15 AM, "Ton Roosendaal"<ton at blender.org>  wrote:
>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> The Collada conformance suite is not working, and working on it won't
>>>>> help
>>>>>> anything.
>>>>>> I wrote about this here;
>>>>>> http://code.blender.org/index.php/2011/10/collada-momentum/
>>>>>>
>>>>>> Collada just has no reference stakeholder(s) (like how fbx was native
>>>> for
>>>>>> motionbuilder).
>>>>>> Blender would be the worst stakeholder for it even, since we have the
>>>>>> awesome .blend :)
>>>>>>
>>>>>> Much better stakeholders would be Linden Labs (2nd life), or
>>> CryTek...
>>>> or
>>>>>> Daz? Three names of companies who make plenty of dollars with
>>> software
>>>>>> licensing. Why don't they put an employee as developer in our team,
>>> to
>>>>>> ensure Collada exports smoothly for their products?
>>>>>>
>>>>>> I even wouldn't mind a (python) addon "Export to DazCollada,
>>>> CryCollada,
>>>>>> 2ndLifeCollada, etc. It's how collada has been designed to work
>>>> anyway...
>>>>>>
>>>>>> -Ton-
>>>>>>
>>>>>>
>>>> ------------------------------------------------------------------------
>>>>>> Ton Roosendaal  Blender Foundation   ton at blender.org
>>>> www.blender.org
>>>>>> Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The
>>> Netherlands
>>>>>>
>>>>>> On 10 Jan, 2012, at 0:25, Sebastian wrote:
>>>>>>
>>>>>>> COLLADA has a great conformance test suite at
>>>>>>> http://www.khronos.org/conformance/implementers/collada/
>>>>>>>
>>>>>>> It's being made available for free and I've already seen Blender
>>>>> results
>>>>>>> uploaded some time ago.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On 09.01.2012 23:52, spatial wrote:
>>>>>>>>> For the COLLADA community Blender is definitely one of the most
>>>>>>>>> important stakeholders to stop supporting COLLADA would make
>>> things
>>>>> in
>>>>>>>>> DCC exchange even worse.
>>>>>>>> I agree. Not to mention all those who co use it alongside LW , all
>>>> of
>>>>>>>> DAZ products....etc.
>>>>>>>>
>>>>>>>> I actually tried to avoid a discussion here since a long time,
>>>>>>>> but topic is too important.
>>>>>>>>
>>>>>>>> First, kicking out collada from blender doesn't help anyone. None
>>> of
>>>>> the
>>>>>>>> "common" interexchange formats is that reliable / support all
>>>>> features.
>>>>>>>> To have at least a second format as a backup strategy,  if a
>>> certain
>>>>>>>> features arent't supported / have some unreliable results, is a
>>>> "must
>>>>>>>> have" in every cross application enviroment.
>>>>>>>>
>>>>>>>> And btw, blenders FBX import is, from my experience, still not as
>>>>>>>> reliable as it should be, to actually replace collada. (sorry,
>>> this
>>>> is
>>>>>>>> no actual bashing... its already great what has been archived...
>>>>>>>> especially if you consider that it is allways pain in the ass, to
>>>>>>>> support such a complex exchange format)
>>>>>>>>
>>>>>>>>> We are currently discussing further financing of OpenCOLLADA and
>>>> will
>>>>>>>>> spend more time the next months on bugfixing and conformance
>>> tests.
>>>>>>>>>
>>>>>>>> Sorry to say this, but this is one of the mayor reasons I have to
>>>> post
>>>>>> this:
>>>>>>>>
>>>>>>>> Conformance tests do only help a little to 0
>>>>>>>> The big _advantage_ fbx has, is a working reference application
>>>> called
>>>>>> maya.
>>>>>>>>
>>>>>>>> No conformance test can actually be that foolproof to support all
>>>>>>>> features and variations. So by this simple unoffical agreement,"if
>>>> it
>>>>>>>> doesn't work in maya - it is broken", users and developers have an
>>>>> ideal
>>>>>>>> platform to discuss errors / find workarounds.  This greatly
>>> avoids
>>>>> the
>>>>>>>> "picking in the dark" situation all developers currently face with
>>>>>>>> collada. Even if a dev doesn't have access to it, in a lot of
>>> cases,
>>>>> he
>>>>>>>> can track down problems reported by users who do provide a simple
>>>>>>>> screenshot.
>>>>>>>>
>>>>>>>> Could this collada reference application be Blender ?
>>>>>>>> For me this is a very attractive idea, but also, I'm very aware of
>>>> the
>>>>>> fact,
>>>>>>>> that I'm opening a can of worms I'm actually in no way in the
>>> right
>>>>>>>> position to touch.
>>>>>>>>
>>>>>>>> Anyway just my 2 cents on this.
>>>>>>>> chris
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
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