On 01/31/2012 12:05 AM, Campbell Barton wrote: > To avoid overwhelming new collada devs with all bugs at once, > I suggest we try have a single application working for export > (mesh/rig/animation). > > Gaia and I agreed export to SecondLife is a reasonable target to > support initially since its open-source and 2.4x python exporter was > compatible.
Second Life doesn't use animations from Collada, so it's only suitable for testing mesh and rig.It uses bvh (and a custom .anim format) for animations - so it's a good test for whether Collada rigging is consistent with bvh export of animations, but not for animations directly. > Once supported other applications can be made compatible, but always > keeping SecondLife working. > This way we always have at least _some_ happy collada users :). > > I've mailed 2 developers already to see if they would be interested to > help with collada support, if there are others - don't be shy! > Please reply here or mail me direct. > > > On a related note, all our collada reports have been set as `TODO`, > and are now linked from a wiki page. > http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Import_Export#OpenCollada > > > Related Issues: > * A python script may be a better way to go for simple collada > support, one has been written but I didn't hear of anyone testing it > or any response as to how well it works. > ** see thread http://markmail.org/message/5ovtzrs3a2red5ga I tested and looked into Juan's script. There was an issue where the matrix is in the wrong place in the file (instead the node rather than outside - Collada works a bit like turtle graphics with a 3D cursor you position before adding things). It also only exports triangles, and it converts quads to triangles in a way that isn't compatible with ngons. Collada spec says triangulation should be an option on exporters. Because Second Life doesn't need all the features of Juan's script I started on an elementtree based Collada export for Second Life rather than fixing Juan's script at that point in my investigation. It's currently working 100% for static meshes. But it's slow compared with Juan's script so I was considering porting my mesh logic into Juan's script as my next step. > > > Having an export-only python script supporting at least 1 of > application is quite a feasible as a technical target, > but also need to see there are devs who are prepared to take on this > task and be responsible for collada support in blender. > Yes there are, and I'm glad to see in the wiki that a review in a year is mentioned. I started my python alternative and stopped working on fixing bugs under the threat of Collada being removed. Knowing that we have a year to get up to speed and improve things encourages me to go back into the Blender code. Best Wishes, Domino _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
