[Soc-2012-dev] AssimpFBX - Week 6 Report

Alexander Gessler alexander.gessler at gmx.net
Fri Jun 29 02:52:13 CEST 2012


Hi all,

tl;dr version
=============

http://www.greentoken.de/privat/blender_omg_zombies.png
(finally, a fbx file read via assimp in Blender).


What I planned for this week
============================

a) keep working on assimp FBX importer - this means finishing b), c) and
d) from week 5.
b) bf_assimp bughunting
c) add bf_fbx module in Blender (frontend for FBX as described in my docs).
d) make sure there are bratwurst builds containing my work on
graphicall. If far enough, ask testers to try out


What I really did
=================

a) done. Most of my time went into writing a solid and (imho) relatively
well-designed FBX import infrastructure (check out
https://github.com/acgessler/assimp-gsoc2012-fbx/commits/master/ for
commit history). Current converter reads only meshes, but adding further
stuff will be much easier. I finally updated the assimp copy in the
Blender repository (which updates it to assimp 3.0 and makes FBX reading
available in Blender).

b) didn't work on that.
c) done - FBX got its own module (dependent on assimp), its own import
operators, menu item, ..
d) this was on my schedule for Friday, but since I'm away till Saturday
it'll likely be done next week.


Plan for next week
==================

a) fbx importer implement
  * scene hierarchy & transforms
  * cameras
  * lights
  * materials
  (I'm not tackling animations yet)

b) b from this week (debug armature import errors in bf_assimp)
c) d from this week (public test builds)
d) Finally update SCons build - my entire work is so far only accessible
via CMake and I'm also guilty for not having tested with any compiler
except vc9.


Problems:
=========

None.


It's getting a bit late here and I won't be available tomorrow - I'll
update my wiki worklog on Saturday.

Bye, Alex


On 6/24/2012 5:41 PM, Alexander Gessler wrote:
> Sorry - I must have overread that, and I was away yesterday. Here it is:
> 
> What you did this week
> ======================
> 
> Original Plan:
> 
> a) Finish up animation during the weekend. I hope to complete this with a video showing some of assimp's sample skinned files running in Blender :-)
> 
> b) Finally get a first version of the FBX importer (basic geometry importing) up onto Github. I didn't do very much on the FBX importer yet (in fact, it's just a skeleton with basic parsing so far, no data extraction yet), so I'll plan Monday-Wednesday for this.
> 
> c) Merge with the latest Assimp version and update the copy in Blender SVN as well. Not much work.
> 
> d) Have FBX importing (to the extent it will be implemented at this time) over the assimp-blender bridge till next Friday. This is theoretically not much work, too (because basically it should work as soon as the updated assimp code is in but who knows .. ).
> 
> e) talk to / find more potential testers on BA.org
> 
> f) further document the structure of the FBX importer on the wiki. I don't plan to go much into detail unless it's requested. After all, the importer is, from Blender's point of view, third party code and will be maintained by external developers (uhm, me) :-) (also all assimp importers share a similar structure and there are already some other importers with characteristics similar to FBX).
> 
> Results:
> 
> a) this took two extra days, but I got it done and assimp import in Blender is feature-complete now and the entire assimp data structure is covered. On thursday I found another issue with armatures that prevents some assimp test files from being loaded correctly - I couldn't yet fix that one. I also added some smaller TODO entries which I'll fix while working on FBX in the next weeks. I also started a wiki page to track files from assimp's testsuite that don't pass yet.
> 
> b) since most of the week got eaten up by a), I did't get to this before today (Friday). What I have is up on github. For processing FBX syntax, I revamped the version I had before and switched to a more classical tokenizer+parser structure.
> 
> c), d) delayed both. Didn't get far enough with FBX. Also assimp 3.0 is about to be released, merging now would just cause double work.
> 
> e) done - there are quite a few people who expressed interest in testing.
> 
> f) done - see revised plan for integrating fbx into assimp and for dealing with different FBX versions and plan for integrating fbx into Blender.
> 
> 
> Problems encountered
> ======================
> 
> No significant problems.
> 
> 
> Plan for next week
> ==================
> 
> a) keep working on assimp FBX importer - this means finishing b), c) and d) from week 5.
> 
> b) bf_assimp bughunting
> 
> c) add bf_fbx module in Blender (frontend for FBX as described in my docs).
> 
> d) make sure there are bratwurst builds containing my work on graphicall. If far enough, ask testers to try out
> 
> Bye, Alex
> 
> 
> -------- Original-Nachricht --------
>> Datum: Sat, 23 Jun 2012 07:04:46 -0700
>> Von: Tom M <letterrip at gmail.com>
>> An: Alexander Gessler <alexander.gessler at gmx.net>
>> Betreff: Re: [Soc-2012-dev] AssimpFBX - Week 5 Report
> 
>> Hi Alex, one of the other devs requests that students paste the report
>> into the email.
>>
>> Thanks,
>>
>> LetterRip
>>
>> On Fri, Jun 22, 2012 at 7:10 PM, Alexander  Gessler
>> <alexander.gessler at gmx.net> wrote:
>>> As usual, my report for this week as well as the plan for next week can
>> be found here:
>>>
>>> http://wiki.blender.org/index.php/User:Aramis_acg/FBX2012-Worklog
>>>
>>> Bye, Alex
>>> --
>>> NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone!
>>> Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a
>>> _______________________________________________
>>> Soc-2012-dev mailing list
>>> Soc-2012-dev at blender.org
>>> http://lists.blender.org/mailman/listinfo/soc-2012-dev
> 




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