[Bf-committers] GSOC 2015 Project Idea - OpenGEX Importer

Juan Linietsky reduzio at gmail.com
Tue Apr 28 16:04:40 CEST 2015


Well, someone made an exporter and is keeping it up to date.. Which is not
so much the case with Collada..
On Feb 13, 2015 9:18 PM, "Josh Stratton" <strattonbrazil at gmail.com> wrote:

> I'm curious how many people are using this OpenGEX standard.  I see a
> website and a wikipedia page, but don't see who's using it.  I don't agree
> that including every standard is going to solve the problem.  Wouldn't a
> student's time be better served fixing the errors in the collada importer
> since it's an already established albeit complicated standard?
>
> On Fri, Feb 13, 2015 at 2:01 PM, Jonathan Railsback <jonbitzen at hotmail.com
> >
> wrote:
>
> > Everyone -
> >
> > How about an OpenGEX Python Importer Plugin for Blender?
> >
> > I've been doing some work with the Blender COLLADA importer, and
> something
> > with a simpler, more coherent spec (such as OpenGEX)
> > could help Blender attract more users in game development area.
> >
> > I was trying to use Blender to customize models from popular asset stores
> > (Unity, Turbosquid) but was always hampered by the fact
> > that nothing ever worked quite well.  The Autodesk FBX->COLLADA converter
> > has issues, and other tools I found exported
> > animation using a non-matrix format (rot-X,rot-Y,rot-Z,scale, and
> > translation) that didn't work well with Blender unless you implemented
> > annoying work-arounds (which I'll be glad to share if anyone cares!).
> >
> > For whatever its worth, I've read the COLLADA spec and the OpenGEX spec
> as
> > well, and OpenGEX is at least a lot more compact
> > so it must be easier to understand :)
> >
> > I've been pondering working on such a thing myself, but I suspect a
> > student working on it full-time over
> > the summer will make more progress than I can in a few evenings here and
> > there.
> >
> > Eric Lengyel, author of the OpenGEX spec, created it to support his game
> > engine, and has written exporters for Maya, Max, and Blender to allow
> > models to
> > be imported into his engine.  I guess the idea here is that an importer
> > would help support cross-tool content pipelines in the game development
> > area, since the export plugins for Autodesk tools already exist.
> >
> > I suspect I wasn't the only one on Earth that has tried to edit models
> but
> > got stuck by the mess that is COLLADA and the non-GPL-friendly blackbox
> > which is FBX.
> >
> > I did some Googling, and I think someone has already written a python
> > library to parse OpenDDL (the text-based language used by OpenGEX) so I
> > dont think it would be a totally ground-up effort.
> >
> > Thanks,
> >
> > Jon
> >
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