[Bf-committers] Annoucement: Better Collada Exporter for Blender!
reduzio at gmail.com
Sun Oct 12 19:27:48 CEST 2014
I really don't understand this reasoning at all.
Collada is completely useless as an exchange format between DCCs.
Neither Blender nor Max, Maya or pretty much any other of those apps has a
properly working Collada importer. All are severely broken because It's not
a common use case. If the Blender community is worried about better
exchange of data with Max or Maya, then the proper way to go would be to
write plugins for those DCCs that read and write Blender files and tries to
guess the best way to map data, not use crappy and ambiguous intermediate
formats like Collada or FBX.
This Collada exporter is meant to export for game engines. It was
tested with many (including my own) and it works. If it doesn't work, (and
as long as the exported format is correct) then it's the responsibility of
that game engine to read the format properly. It's wrong to expect an
exporter to accommodate to bugs or implementation errors in third party
software. A bug must be reported to them if that is the case.
Also, your argument about user interest is wrong and It's easy for me
to prove it. *NO ONE* that uses blender to export to game engines even
knows the plugin I contributed exists. I know this because I get reports
from Godot users all the time that exported Collada from Blender is broken
or lacks features, then I point them to my exporter and problem solved. Now
the community became experts in pointing new users to not use Blender
exporter and instead use mine, it's like a ritual. This does not happen
with users that come from other DCCs with proper collada exporters such as
Max, Softimage, Maya, etc.
So, keep blaming others on the poor Collada support in Blender. You
are all fed up with it because you placed your trust int the wrong hands
(specially the choice of using OpenCollada, which I criticized back then
and Insisted it was extreme an unnecessary bloat, given my exporter does
the same and more in 0.01% the amount of code). It's not my fault you all
keep taking the wrong decisions. I bring you a perfectly working and
feature complete Collada exporter, which I keep up to date and am
compromised to fix any bug that might arise. All I ask is help to integrate
it properly to Blender and I get shooed. Way to go!
Now the trend is to support OpenGEX, which looks really promising and
I will love to implement it, but that format has the big drawback that if
you want to test the correctness of an implementation, you have to pay the
author of the format for a license of the C4 Engine.
This is not serious at all.
On Sun, Oct 12, 2014 at 11:02 AM, Ton Roosendaal <ton at blender.org> wrote:
> Hi Juan,
> 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
> > all in integrating it into Blender. (That version is also pretty outdated
> > by now.), so i'm maintaining it / hosting it on my own.
> > https://developer.blender.org/T41071
> > 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
> >> Thank you for sharing!
> >> Daniel Salazar
> >> patazstudio.com
> >> On Fri, Oct 10, 2014 at 6:12 AM, Juan Linietsky <reduzio at gmail.com>
> >>> 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
> >> Blender.
> >>> This plugin is very battle-tested, and files written by it can be read
> >>> most DCCs and engines.
> >>> It's the most efficient, complete, mature, and featured Collada
> >>> ever written for Blender.
> >>> It supports almost every Collada feature and several more than the
> >> built-in
> >>> 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
> >> via
> >>> set-driven keys.
> >>> - Baking of curves and constraints during animation export.
> >>> Screenshots:
> >>> [image: bc1]
> >>> [image: bc2]
> >>> Home:
> >>> http://www.godotengine.org/wp/better-collada-exporter/
> >>> Cheers!
> >>> Juan
> >>> _______________________________________________
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