[Bf-committers] Annoucement: Better Collada Exporter for Blender!
ton at blender.org
Sun Oct 12 16:02:58 CEST 2014
The lack of interest is quite typical indeed. Collada might be not so popular, but no user reported sofar any success with your code either, so it's not so strange it did not get a lot of attention from coders either.
For me it then comes down to your presentation. Why not providing reference files (like game characters in Blender) that went 1:1 to Maya or Max? Write docs, add examples?
If you claim you have a great Collada exporter, then where are your test files, which cases did you test with Maya or Max? Who else uses it, and where can see examples of this working?
Would help a lot,
Ton Roosendaal - ton at blender.org - www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A - 1018AD Amsterdam - The Netherlands
On 12 Oct, 2014, at 15:33, Juan Linietsky wrote:
> It's been in there since some months, and there seems to be no interest at
> all in integrating it into Blender. (That version is also pretty outdated
> by now.), so i'm maintaining it / hosting it on my own.
> On Sun, Oct 12, 2014 at 4:49 AM, Daniel Salazar - patazstudio.com <
> zanqdo at gmail.com> wrote:
>> Sounds fantastic, why don't you put it in https://developer.blender.org/
>> Thank you for sharing!
>> Daniel Salazar
>> On Fri, Oct 10, 2014 at 6:12 AM, Juan Linietsky <reduzio at gmail.com> wrote:
>>> Godot site is still under construction, but I've decided to publish my
>>> Collada exporter by myself, given the lack of will to include it in
>>> This plugin is very battle-tested, and files written by it can be read by
>>> most DCCs and engines.
>>> It's the most efficient, complete, mature, and featured Collada exporter
>>> ever written for Blender.
>>> It supports almost every Collada feature and several more than the
>>> one. Best of all, it's only 1400 lines of python code. No dependencies.
>>> Feature list:
>>> - Export all supported nodes in the format:
>>> - Meshes
>>> - Lights (Omni, Directional, Spot and Ambient)
>>> - Cameras
>>> - Spline Curves (paths)
>>> - Armatures (mesh objects must be children of them).
>>> - Empty Objects
>>> - Bones with proper rest information.
>>> - Shape Keys
>>> - Combined Shape Keys + Armature deform.
>>> - Materials and Textures
>>> - Automatic handling of texture paths (conversion to relative).
>>> - Optional copying of textures on export.
>>> - Standard Extensions for double-sided geometry.
>>> - Standard Extensions for normal maps.
>>> - Geometry Optimization (creation of indices and triangulation).
>>> - Export Masks (By Selection, Layer or Object Type).
>>> - Full animation support for objects, bones and shape keys.
>>> - Support for exporting all clips in the scene, including shape keys
>>> set-driven keys.
>>> - Baking of curves and constraints during animation export.
>>> [image: bc1]
>>> [image: bc2]
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