Hi, We already try to get Collada to work with Blender since it was released. At least a dozen coders worked on it, two or three GSoC projects were defined for it. Each time the maintainers give up.
For me Collada is legacy code - we can keep it around for stakeholders (2nd life), and if new stakeholders come in (mixamo?) they can also step in as a maintainer. -Ton- -------------------------------------------------------- Ton Roosendaal - [email protected] - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 25 Apr, 2014, at 15:05, Hadrien Brissaud wrote: > Hello Ton and everyone, > > I wouldn't say I know how these things work, but isn't user adoption > precisely driven (or allowed) by software support in the first place ? Why > wouldn't a development of Collada support be a wise investment ? It seems > that supporting FBX through reverse-engineering is quite difficult. I > understand the stakes, though : it *is* already a standard. > > Thanks, > > Hadrien > > > On 25 April 2014 14:37, Ton Roosendaal <[email protected]> wrote: > >> Hi, >> >> The strong part of FBX was that it started as a native file format >> (MotionBuilder). Autodesk then has been hacking a lot on top of it... so it >> might have grown hairy and ugly, but it definitely works and gets used a >> lot. It's a big shame that Autodesk refuses to make an open standard out of >> it - even when only partially. >> >> The alternative - Collada - is hardly an option either. When Collada got >> published nobody was using it natively. Even after 5 years there's no >> reference stakeholder to make sure the format has a decent user base and >> momentum. And let's not start the discussion why a 3D media project would >> use XML formatted text for 3d data... >> >> What Alembic would offer - just baked meshes - is probably the best >> future. Any serious attempt to match rigs, constraints and modifiers >> between 3d apps is doomed anyway! :) >> >> -Ton- >> >> -------------------------------------------------------- >> Ton Roosendaal - [email protected] - www.blender.org >> Chairman Blender Foundation - Producer Blender Institute >> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands >> >> >> >> On 25 Apr, 2014, at 8:47, <[email protected]> <[email protected]> wrote: >> >>> This is why I’ve figured Collada may still be better to use -- at least >> it is open and ~specified. >>> >>> >>> Does not seem like a good idea to build the future on something secret >> (and ugly?) in the long run. >>> >>> >>> ~Toni >>> >>> >>> >>> >>> >>> >>> >>> From: Bastien Montagne >>> Sent: Friday, April 25, 2014 9:45 AM >>> To: bf-blender developers >>> >>> >>> >>> >>> >>> Tom said the essential. :) >>> >>> We had to understand both the binary encoding[1] and format layout[2] of >>> this ugly thing, >>> and directly write from the py scripts… Highly frustrating and >>> time-consuming tasks, esp. >>> since FBX has some very odd inconsistencies and odd & picky expectations. >>> >>> Note that armature and animation support on import side are on my TODO, >>> just have to find >>> some time for this, bugs are another frustrating and time consuming >> task. :/ >>> >>> Bastien >>> >>> [1] >>> >> http://code.blender.org/index.php/2013/08/fbx-binary-file-format-specification/ >>> [2] >>> >> http://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure >>> (still heavy WIP). >>> >>> On 25/04/2014 01:45, Tom M wrote: >>>> The license for the FBX library is incompatible with the GPL, so not >>>> it is not included. The FBX importer and exporter are based on >>>> reverse engineering the format. The format is not documented. >>>> >>>> LetterRip >>>> >>>> On Thu, Apr 24, 2014 at 2:31 PM, Stefano Corazza <[email protected]> >> wrote: >>>>> I hear there are improvements coming up... but many users are sending a >>>>> lot of complaints about FBX import in Blender. >>>>> >>>>> A few questions: >>>>> >>>>> 1 - Did we include in Blender the FBX SDK or otherwise how are these >> FBX >>>>> created? >>>>> >>>>> 2 - Right now there is no support for rigged/animated characters in the >>>>> FBX importer. Is this something anyone is working on? >>>>> >>>>> FBX is a very complex format we have deeply studied in the past year, I >>>>> just want to make sure we have a realistic vision of what is possible. >>>>> >>>>> >>>>> >>>>> Please please please comment on this post!!! We want to know!!! >>>>> >>>>> Thanks >>>>> >>>>> >>>>> Stefano >>>>> >>>>> >>>>> _______________________________________________ >>>>> 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 >>> _______________________________________________ >>> 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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
