Hi, if there is much commercial interest in collada support, you may also consider funding a developer (or the devs currently working on it) for this. Even getting someone payed for some extra 100-200 work hours can make a huge difference in getting this job done soon.
Aurel On 22 September 2010 20:20, Juan Linietsky <[email protected]> wrote: > Yeah, one possibility is to use Blender FBX export and re-export models > and animations in Maya and Max, although it would be desirable to not depend > on that software. Actually, the company i'm working with did this for past > projects, but it would be desirable to not depend on that software, and > being that Collada export is so close to completion, the idea is providing > testing and feedback for it.. > > cheers > > > On Wed, Sep 22, 2010 at 11:48 AM, Campbell Barton <[email protected]>wrote: > >> On Wed, Sep 22, 2010 at 12:15 AM, Juan Linietsky <[email protected]> >> wrote: >> > Hi! My name is Juan Linietsky and I work as consultant for many game >> > development studios. Usually, I provide tools, technology and support to >> > them as part of my job. >> > I noticed that more and more artists in studios are pushing for Blender >> as >> > an alternative to commercial tools such as 3DS max, both because it's >> free >> > and they really love the tool. >> > However, Blender still has a huge drawback in game development, which is >> the >> > very poor Collada support. I have no doubts that the support in 2.5 >> series >> > improved, but even though the artists i work with are very enthusiastic, >> > support is still not at the same level they find in autodesk software >> using >> > OpenCollada or ColladaMaya. >> > >> > I may have to start working on a Playstation 3 project with a company >> soon >> > that will requiere them to use almost all the functionality present in >> > Collada (like skinning, morphing, animation, etc), and the artists would >> > really like to use Blender 2.5 and contribute to test it and use it in a >> > real world scenario. I'm sure that they can provide very valuable testing >> > and feedback to Blender 2.5 development and help make Collada support >> very >> > solid. However, I'd really like to know if I can count on the Blender >> > development community to receive feedback and help fix the issues that >> will >> > arise in this real-world-usage scenario of Blender 2.5. >> > >> > Cheers! >> > >> > Juan Linietsky >> >> If you cant get collada working well, Blender also exports to FBX. >> Admittedly FBX format is proprietary but its been used quite a bit >> with unity3d and tested to work with other apps like maya, cinema4d >> and motion-builder. >> If there are bugs in the tracker I try to fix them. >> Limitations of blenders support are export only and it bakes the >> IK's/Constraints to paths so its not great for editing animations >> externally, just playing. >> >> See: >> http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Export/FBX >> _______________________________________________ >> 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 > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
