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