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 >> >> >> >> >> >> >> >> >> >> >> >> >> >> _______________________________________________ >> 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
