On Fri, Aug 19, 2011 at 4:45 PM, Knapp <[email protected]> wrote: >> Well that was basically the whole point of my post - people are serious >> about Collada, many need it, and certainly funded dev on it must be >> possible. Was mostly a reaction to you saying that funding the work wouldn't >> work. >> >> So, as said, by all means talk with Khronos, but if that route is slow or >> otherwise difficult, let's not let that stop us getting improved code >> earlier. >> >>> Juan >> >> ~Toni > > As a hobby user I am finding myself stuck because of Collada issues > also. I write games with Panda 3d. Blender used to have an "egg" > exporter but now it does not for the 2.5 line. Panda is switching to > the Collada importer but they are also being a bit slow about it. > Between all this I am stuck not being able to full do what I would > like to do. My current option is exporting to X format and then > converting to egg format but loosing stuff like animation. > > For more info into this problem area between Blender and Panda 3d: > https://www.panda3d.org/forums/viewtopic.php?t=11087 > > Having a solid Blender Collada will make sure that in the future the > Blender -> Panda 3d pipeline is solid. It makes me very nervous seeing > all the Collada complaints and also seeing Panda3d be so slow in > getting a 2.5 pipeline with Blender. > > So to sum it up; hobbyist need solid Collada too. > > -- > Douglas E Knapp
Hi - note that this mail focuses mainly on export issues. For some reason neither GSOC projects we had so far have had exporting a skinned mesh (animated character run-cycle for example), as a priority. Apparently this works at some level but take a typical run-cycle (with IK and constraints) blender and export to collada, and its a no go - scrambled vertices's when I tested once a while ago, but I've heard Maya's support is also not good so, it could have been a bug there. To me this would be one of the first things to attempt to get working after basic camera, lamp, mesh support - for export at least. For FBX Its something I tested early on and had users help out making sure it worked correctly in different applications. See: http://wiki.blender.org/index.php/Extensions:2.4/Py/Scripts/Export/FBX So far I haven't spend much time with Collada but the few times I have tried to troubleshoot bugs in blender support I couldn't even find a good program to view the models in - and I think this is part of the problem for development - perhaps there is one and I just didn't come across it - collada web viewer didn't run on my system, there was some other download-able viewer that was quite old IIRC. - For FBX there is a demo of MotionBuilder which is a good reference since they invented the format, Unity3D good for testing too. - For X3D I use view3dscene, h3d, freewrl sometimes whiteDune. But for Collada I didn't manage to find a viewer that is a defacto standard for testing and properly supporting most collada's features properly. This is really important IMHO because one can spend hours (or days), troubleshooting various combinations or animation/object/armature/deformation/scaled objects/non-uniform-scales's/parenting.. etc - so if its the viewer at fault - or its not accepted as being a correct implementation, theres not much motivation to painstakingly go over the code to ensure the files load properly in an external app. -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
