Both projects have been added to the Collada module.
-gaia-

On 28.04.2014 13:29, Ton Roosendaal wrote:
> 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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