Hi. I think this is more specific than collada since alembic stores only the geometry cache with out the complexity of bones . This type of technology is very useful in VFX pipelines where animated geometry goes through more than one application of different expertise . for eg : you can dump an animated character from blender and take it to houdini (using an importer offcourse :) ) and make some rigid body simulations in houdini based on the character animated . This could be baked and used in blender for lighting and other interesting stuff . Collada is a overkill regarding such a work flow :) afaik .
On Mon, Aug 23, 2010 at 8:31 PM, François T. <[email protected]>wrote: > I don't see any common stuff w/ Collada actually. > Collada is useful in case you have to exchange datas and expect to re-edit > later. Then you will have to deal with stuff like bones and rigging that > doesn't work, lighting properties that do not match and I'm not even > starting w/ animation curves and stuff... > to me Alembic looks more like a bake file format, so at that point you do > not expect to edit what you got. It is more based on a multi-company / > multi-software workflow based, where you don't want to deal w/ I/O > nightmare. > For instance, one company is taking care of all the environment with some > dynamics happening, and another company (which do not use the same software > as the first company) is animating a crowed running in this environment. > This just simplify the workflow, today if you wanted to that (and I have > see > this before in a company) you would have to export an obj file for each > frame. > That's actually what we do w/ fluids in blender today, I believe there is a > script that does that somewhere to export to Max. Well I guess Alembic is > something that goes in this way, but maybe more mature. But there is no > comparaison to Collada to me, or maybe I misunderstood there point. > > > François, > > > > 2010/8/23 Daniel Salazar - 3Developer.com <[email protected]> > > > Iḿ very interested, I see its far more based on point caches than what > > collada tried to do (exporting bones and all that stuff that NEVER > > works) I see this is a more mature and experience aproach but only > > time will say :) > > > > cheers > > > > Daniel Salazar > > > > > > > > On Sun, Aug 22, 2010 at 9:30 PM, Benjamin Tolputt > > <[email protected]> wrote: > > > Is there any reason this is going to be better than Collada or is this > > > another example of "Not Invented Here Syndrome"? > > > > > > If there are real advantages, I can see a point to Blender getting in > > > with an importer/exporter. If it is just another Collada though - I can > > > see this being another format war with no real winner... > > > > > > -- > > > Regards, > > > > > > Benjamin Tolputt > > > Analyst Programmer > > > > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > -- > ____________________ > François Tarlier > www.francois-tarlier.com > www.linkedin.com/in/francoistarlier > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- Ęvęņ ģóđ fąįļş ŧŏ ųŋđęŗşţąņđ å ĥųmąņ ųņţĭļ ĥĭş đęąţĥ http://www.linkedin.com/in/shrinidhi666 http://www.shrinidhi666.wordpress.com http://www.imdb.com/name/nm3025616 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
