Hi,

BTW: what happened to this?

We had Collada projects in 2011/2012 for animation:

http://wiki.blender.org/index.php/User:Phabtar/Full_COLLADA_Animation_Support_for_Blender
http://wiki.blender.org/index.php/User:Phabtar/Improve_COLLADA_constrained_animations_and_Morph_animation_support.

-Ton-

--------------------------------------------------------
Ton Roosendaal  -  [email protected]   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 28 Apr, 2014, at 12:41, Ton Roosendaal wrote:

> Hi,
> 
>> (every Autodesk software exports proper Collada!!)
> 
> 
> What I heard is the opposite. Natively Maya/Max support(ed?) only broken 
> versions of Collada. You have to install the opencollada plugin to get things 
> to "work". We use opencollada too, which is not in active development much. 
> Bugs dont get fixed, and a call from Khronos to help fixing opencollada went 
> unanswered.
> 
> I'd be very curious to hear of a useful case (a real game project, in studio) 
> that uses Collada to share a character model + rig + animation between two 
> Autodesk programs, in a way that it writes and reads back in same program 
> too. Just as good as FBX.
> 
> Collada is a write-how-you-like format, that puts the conversion culprit in 
> the hands of the people who code .dae readers.
> 
> -Ton-
> 
> --------------------------------------------------------
> Ton Roosendaal  -  [email protected]   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
> 
> 
> 
> On 27 Apr, 2014, at 22:51, Stefano Corazza wrote:
> 
>> I'm compiling the key responses on the topic, thanks for the great 
>> feedback/comments. Here also some reality checks.
>> Sorry this is long but i'm trying to wrap the topic up.
>> 
>>>> Re: baking animation into meshes instead of using a rig:
>>>> This might work for uses related*solely*  to still picture & animated film 
>>>> development, but it does pretty much strand the game development folks 
>>>> trying to use Blender as an option in >>their pipelines. Animated 
>>>> armatures with skeletally attached meshes being imported and exported 
>>>> into/out of Blender is kind of essential for this area of Blender use.
>>>> Benjamin Tolputt
>> 
>> 
>> Benjamin well said. Game development CANNOT use baked mesh animation. 
>> Also for film it is extremely inefficient and a memory sink. The future 
>> is a cross compatible rigging system. And it is already there for FBX 
>> and Collada (every Autodesk software exports proper Collada!!)
>> 
>> 
>>>> cool to hear that FBX maps to Blender well. If it's a sane format perhaps 
>>>> it is ok for it to become standard .. by Blender folks reverse engineering 
>>>> and documenting it :p . Even if it's >>not publicly specified by Autodesk 
>>>> I suppose they can't break it as then many apps with support for it would 
>>>> break .. unless they'd require always using updated versions of the SDK.
>> 
>> Autodesk will NEVER release FBX SDK openly. I tried for years to 
>> convince them. They are a public company, so they cant do things that 
>> weaken their position in the industry. I talked to top management many 
>> times around this so make peace with it. Many apps DO NEED to upgrade 
>> FBX SDK every year or every couple of years as they are breaking the 
>> workflows at every release. Unity3d, Unreal, Maxxon, Mixamo, etc. we ALL 
>> UPGRADE FBX SDK every year of couple of years. The effort of reverse 
>> engineer FBX SDK in Blender every year is a waste of resources in my 
>> opinion when Autodesk already provides a FBX <-> Collada conversion.
>> 
>> 
>>>> a lot of game makers use special engines with own formats and are 
>> quite happy to directly use Blender python for export.
>>>> For game makers we should keep fbx to work too - but even better 
>> would be if they start directly supporting .blend files. I'd love to see 
>> efforts for that.
>> 
>> Every decent game engine supports FBX import/export. The time of 
>> import/export plugins is GONE. Even for Maya and Max it is getting 
>> harder and harder to find them.
>> With EVERY game engine importing FBX and with a FREE and maintained FBX 
>> <-> Collada converter out there it seems obvious to me that Collada is 
>> the way to go.
>> Especially when you have a import/exporter that is already 90% there.
>> 
>> 
>>>> Ton is asking why Mixamo does not create the new importer:
>>>> Then why not do it for 2.7x? That import API is there since 2009. You 
>> are really welcome to pick up this development job and become a module 
>> owner for the Collada importer. It's the >>stakeholder principle. If you 
>> depend on a feature to work, you can also help it to be realized. If you 
>> - on the other hand - just seek for volunteering help, that's OK too. 
>> But I know Collada is >>incredbly impopular to work on. If you look for 
>> someone to be contracted for it... you could ask Gaia Clary. -Ton-
>> 
>> A negligible fraction of our paying customers is using Blender. Why? 
>> Because you cannot reliably import assets from any other 3D 
>> package/service!! So we are not a "stakeholder" in the strict sense but 
>> would love to help the students/hobbyists/indie community that is using 
>> Blender. Since you changed Python version with 2.6x and later we would 
>> have to rewrite from scratch the plugin. We only have  a small team 
>> engineers so we can't do it. The best option is to finish the job on the 
>> current one that is almost there.
>> 
>> What I can offer is test cases and QA service for the last 10% of the 
>> Collada importer/exporter fix (support of multiple meshes/bind poses) 
>> and Mixamo stocks as payment.
>> 
>> If anyone is interested please contact me directly [email protected]
>> 
>> I hope you appreciate the passion for solving the problem and the amount 
>> of real industry information on the topic. Establishing a standard is 
>> not an easy job. But we are almost there!!
>> 
>> Long life to Blender and the Blender community!!
>> 
>> Cheers
>> 
>> Stefano
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
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