On Aug 19, 2011, at 4:49 AM, Juan Linietsky wrote:
>  I work close with companies during all the development process, and that
> includes artists. I've always used Collada, first with the now discontinued
> FCollada and now OpenCollada. Collada support for 3DSMax and Maya has always

Our position is the opposite -- we've always used Blender for our games and 
other realtime gfx projects, targetting mostly Ogre nowadays but sometimes also 
other engines, but have never before used Collada really :)

But it's changing now, are already depending on Collada exports as use that 
with the (current) WebGL engine of choice (GLGE). So far haven't had problems 
with it, actually - get scenes with the geom, textures, materials and skeletal 
animations from Blender 2.5 to GLGE ok with the builtin Collada support on both 
sides. In one case even used Collada to get a customer's 2.5 scene to 2.4 for 
Ogre exporting, when the 2.5 Ogre exporter was lacking still :)

> works, but more complex stuff such as baking IK or constraints is not
> supported and has never been. So It's impossible to use Blender for very
> simple tasks such as animating a character, blend shapes, or export an
> object that follows a curve, thus alienating a large amount of potential

Ok, we haven't gotten there with it yet, thanks for info.

>  Collada support was supposedly going to be completed in this GSOC, but it
(..)
> features such as animating light colors. I mean, it's as if work on Collada
> is not even taken seriously by the community.

I didn't follow that GSoC effort, but i think we should remember that it's just 
a summer job to introduce a student to open source etc. Certainly those 
projects are taken seriously and produce cool stuff, but still are limited in 
scope etc.

Did you follow it then, did you comment that for you e.g. blend shapes would be 
more relevant than animating light colours? If not, you were the community not 
being serious! :p

>  I know that Blender is volunteer work, that volunteers mostly work in the

Not all of it is.

> motivating, and I guess the Blender Foundation does not have the resources
> to cost the development of it. But at this point I think it's weird that the

Also BI has been responsible for challenging movie projects, and Collada has 
been irrelevant there.

But BF and BI are not all of the community, others are free to set their own 
priorities and goals and dev projects etc. Certainly they want good Collada 
etc. too, but are also limited like you said. I think BF actually at some point 
contracted Nathan to work on getting the GSoC stuff over and improved or so.

> against their will to use Blender and this doesn't feel any good. I even
> considered getting donations from companies to add proper Collada support to
> Blender, but after seeing how that worked for the Illusoft exporter, which
> was always broken, unfinished and never really integrated as core, it sounds
> like making clients waste money.

That is where I think your logic goes wrong.

Don't know anything about that Illusoft exporter, but certainly there must be a 
way to organize funded Collada (and whatever) dev so that there is no waste of 
money.

>  So, to attempt being more constructuve, shouldn't it be possible for the
> Blender Foundation to work together with Khronos on this?  (read: get
> funding)  Khronos seems to be doing a great job developing and promiting
> OpenGL, GLES and WebGL and OpenCollada already has paid developers. So why
> not extending support to Blender?

I don't think we *necessarily* need Khronos for this -- they already did their 
part, the OpenCollada lib, which Blender is using. 

Given you, and to some extent also us and our partners here, and certainly many 
around the world, have the need, and some have the money too etc., we could 
just do it.

One way would be to fund BI if they want to organize the dev. Other option is 
for someone else to organize, contract some dev and collect the money and 
manage etc. Sounds like you could perhaps do it?

Perhaps the idea to talk with Khronos is good, I think Ton talks with them 
anyways, but I'm afraid that route might be slower. We really shouldn't think 
that doing funded on Blender is somehow impossible, I'm sure there are lots of 
examples to the contrary.

> Juan Linietsky

~Toni, Playsign Ltd.

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