hi, https://www.indiegogo.com/projects/open-3d-model-exchange-format-and-exporters-for-popular-software#home http://opengex.org/
just came across opengex and then i remembered this thread. sounds interesting and maybe some of you didn't know about it yet? cheers, horace On Mon, Apr 28, 2014 at 3:06 PM, Ton Roosendaal <[email protected]> wrote: > Hi, > > OK I remember again :) > This was for export only - saving Collada files in Blender with animation. > > I talked to Bastien, and he thinks importing fbx (character with > animation) should be possible in not too much time. That only based on > symmetrical testing first (blender exports, blender read back). > > FBX I/O for more advanced features then can be gradually added. > > BTW: I would like to remind everyone we also have a gamedev list, where we > can extensively review everything related to coding for game artists: > > http://lists.blender.org/mailman/listinfo/bf-gamedev > > That's also the list where the topics for the current Blender devs who > work game creation related topics can be defined or confirmed. Including > the GSoC student. > > -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 13:54, Gaia wrote: > > > 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 > > > > _______________________________________________ > > 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
