Hi, To quote you:
"This plugin is very battle-tested, and files written by it can be read by most DCCs and engines. It's the most efficient, complete, mature, and featured Collada exporter ever written for Blender." I would like to know how you tested this statement. I would be really happy to see this to be true. -Ton- -------------------------------------------------------- Ton Roosendaal - [email protected] - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 12 Oct, 2014, at 19:27, Juan Linietsky wrote: > Ton, > > I really don't understand this reasoning at all. > > Collada is completely useless as an exchange format between DCCs. > Neither Blender nor Max, Maya or pretty much any other of those apps has a > properly working Collada importer. All are severely broken because It's not > a common use case. If the Blender community is worried about better > exchange of data with Max or Maya, then the proper way to go would be to > write plugins for those DCCs that read and write Blender files and tries to > guess the best way to map data, not use crappy and ambiguous intermediate > formats like Collada or FBX. > > This Collada exporter is meant to export for game engines. It was > tested with many (including my own) and it works. If it doesn't work, (and > as long as the exported format is correct) then it's the responsibility of > that game engine to read the format properly. It's wrong to expect an > exporter to accommodate to bugs or implementation errors in third party > software. A bug must be reported to them if that is the case. > > Also, your argument about user interest is wrong and It's easy for me > to prove it. *NO ONE* that uses blender to export to game engines even > knows the plugin I contributed exists. I know this because I get reports > from Godot users all the time that exported Collada from Blender is broken > or lacks features, then I point them to my exporter and problem solved. Now > the community became experts in pointing new users to not use Blender > exporter and instead use mine, it's like a ritual. This does not happen > with users that come from other DCCs with proper collada exporters such as > Max, Softimage, Maya, etc. > > So, keep blaming others on the poor Collada support in Blender. You > are all fed up with it because you placed your trust int the wrong hands > (specially the choice of using OpenCollada, which I criticized back then > and Insisted it was extreme an unnecessary bloat, given my exporter does > the same and more in 0.01% the amount of code). It's not my fault you all > keep taking the wrong decisions. I bring you a perfectly working and > feature complete Collada exporter, which I keep up to date and am > compromised to fix any bug that might arise. All I ask is help to integrate > it properly to Blender and I get shooed. Way to go! > > Now the trend is to support OpenGEX, which looks really promising and > I will love to implement it, but that format has the big drawback that if > you want to test the correctness of an implementation, you have to pay the > author of the format for a license of the C4 Engine. > > This is not serious at all. > > Juan > > > > > > > > > > > > > > On Sun, Oct 12, 2014 at 11:02 AM, Ton Roosendaal <[email protected]> wrote: > >> Hi Juan, >> >> The lack of interest is quite typical indeed. Collada might be not so >> popular, but no user reported sofar any success with your code either, so >> it's not so strange it did not get a lot of attention from coders either. >> >> For me it then comes down to your presentation. Why not providing >> reference files (like game characters in Blender) that went 1:1 to Maya or >> Max? Write docs, add examples? >> >> If you claim you have a great Collada exporter, then where are your test >> files, which cases did you test with Maya or Max? Who else uses it, and >> where can see examples of this working? >> >> Would help a lot, >> >> -Ton- >> >> -------------------------------------------------------- >> Ton Roosendaal - [email protected] - www.blender.org >> Chairman Blender Foundation - Producer Blender Institute >> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands >> >> >> >> On 12 Oct, 2014, at 15:33, Juan Linietsky wrote: >> >>> It's been in there since some months, and there seems to be no interest >> at >>> all in integrating it into Blender. (That version is also pretty outdated >>> by now.), so i'm maintaining it / hosting it on my own. >>> >>> https://developer.blender.org/T41071 >>> >>> On Sun, Oct 12, 2014 at 4:49 AM, Daniel Salazar - patazstudio.com < >>> [email protected]> wrote: >>> >>>> Sounds fantastic, why don't you put it in >> https://developer.blender.org/ >>>> >>>> Thank you for sharing! >>>> Daniel Salazar >>>> patazstudio.com >>>> >>>> >>>> On Fri, Oct 10, 2014 at 6:12 AM, Juan Linietsky <[email protected]> >> wrote: >>>>> Godot site is still under construction, but I've decided to publish my >>>>> Collada exporter by myself, given the lack of will to include it in >>>> Blender. >>>>> >>>>> This plugin is very battle-tested, and files written by it can be read >> by >>>>> most DCCs and engines. >>>>> It's the most efficient, complete, mature, and featured Collada >> exporter >>>>> ever written for Blender. >>>>> It supports almost every Collada feature and several more than the >>>> built-in >>>>> one. Best of all, it's only 1400 lines of python code. No dependencies. >>>>> >>>>> Feature list: >>>>> >>>>> >>>>> - Export all supported nodes in the format: >>>>> - Meshes >>>>> - Lights (Omni, Directional, Spot and Ambient) >>>>> - Cameras >>>>> - Spline Curves (paths) >>>>> - Armatures (mesh objects must be children of them). >>>>> - Empty Objects >>>>> - Bones with proper rest information. >>>>> - Shape Keys >>>>> - Combined Shape Keys + Armature deform. >>>>> - Materials and Textures >>>>> - Automatic handling of texture paths (conversion to relative). >>>>> - Optional copying of textures on export. >>>>> - Standard Extensions for double-sided geometry. >>>>> - Standard Extensions for normal maps. >>>>> - Geometry Optimization (creation of indices and triangulation). >>>>> - Export Masks (By Selection, Layer or Object Type). >>>>> - Full animation support for objects, bones and shape keys. >>>>> - Support for exporting all clips in the scene, including shape keys >>>> via >>>>> set-driven keys. >>>>> - Baking of curves and constraints during animation export. >>>>> >>>>> Screenshots: >>>>> >>>>> [image: bc1] >>>>> >>>>> [image: bc2] >>>>> >>>>> Home: >>>>> >>>>> http://www.godotengine.org/wp/better-collada-exporter/ >>>>> >>>>> Cheers! >>>>> >>>>> Juan >>>>> _______________________________________________ >>>>> 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
