[Bf-committers] OpenGEX in Blender

Ton Roosendaal ton at blender.org
Wed Oct 8 15:57:52 CEST 2014

Hi Juan,

You've mailed me in july about this too, and I've invited you to add this to our patch tracker and get reviews. 

Back in 2012 you also submitted code, and there was a whole lengthy discussion about it. For some reason nobody gave code feedback. However, you said that you wouldn't have time to support it or maintain it, which might explain a lack of enthusiasm.

That's just the main problem with Collada - it has no stakeholders, nobody to maintain or fix it or to keep code work. So even if you have "perfectly functioning" code. I would rather see someone who's around to make sure it's "perfectly maintained" instead. You know - for Blender it's about users. It's the damn users!

I don't know if OpenGEX is anything better, but before I would look into it I'd rather see stakeholders getting involved there first. And I mean game studios, game makers, engine coders. That's why my twitter message.


Ton Roosendaal  -  ton at blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands

On 8 Oct, 2014, at 13:47, Juan Linietsky wrote:

> Hi Guys!
> Saw Ton's twit about OpenGEX:
> https://twitter.com/tonroosendaal/status/519432465396809729
> I'm also interested in this format in Blender and would gladly make an
> exporter. In fact I approached the author about rewriting my Collada
> Exporter (which, despite functioning perfectly, I don't think there is any
> will from the Blender developers to include it instead of the current
> broken one.) to output OpenGEX. Maybe an OpenGEX plugin would have less
> resistance from you guys to be included.
> But the author of OpenGEX does not seem to care much about it being adopted
> more widely. When I asked him if there is any viewer I could use for
> reference to test if my exporter, he invited me to purchase his C4 engine
> and refused to even give me a personal license to test. The format also has
> many issues, as it exports texture paths as absolute only (so it does not
> work as exchange format) and does not support animation clips. Tried to
> convince the author about fixing these issues but he seems not interested
> and stopped answering my mails.
> Any advise?
> Thanks
> Juan
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers

More information about the Bf-committers mailing list