It's not a priority, it's just what Gaia (who used to be a collada maintainer in blender) was interested in.
I know downsides of fbx. I just want to have confirmation from users that exporting from blender to GE like unity indeed works as users expects it to. On Sun, Oct 12, 2014 at 9:21 PM, Juan Linietsky <redu...@gmail.com> wrote: > Sergey Sharybin: > > Glad to know the top priority of Blender in regards to Collada is to > export correctly to Second Life. You are starting to make me think if I'm > not really wasting my time here. > The point of supporting Collada, in my view, is not about competing > against other formats such as FBX (which is the industry standard), but > simply being able to output as much information as possible to game engines > in a format that is open. It doesn't matter if there is no gold standard. > As long as the format exported is correct and the exporter outputs the > necessary information, then it's the responsibility of those who produce > the importers to ensure the data is read. Aiming for "compatibility" as > priority should not be a goal. > This is especially useful for open source game engines and applications > that can't use FBX due to license restrictions, or implementers who don't > want to deal with such a complex format. > > Juan > > > On Sun, Oct 12, 2014 at 4:10 PM, Sergey Sharybin <sergey....@gmail.com> > wrote: > > > Current state of collada in blender mainly ensures the exported file is > > readable by SecondLife. Hence: > > > > - We're not really interested in screenshots, .blend file which is not > > being exported correctly is needed instead. > > - Can you provide .blend which doesn't export correctly to SL with the > > current exporter and works with your exporter (and don't blame the wrong > > collada implementation on their side, because there's basically no > > gold-standard collada implementation and calling one implementation wrong > > and another one correct is kinda pointless imo). > > > > Also, since you've mentioned unity in here it'll make total sense to get > a > > feedback from those who're currently uses fbx to export data from blender > > to unity before claiming this is the best exporter. > > > > On Sun, Oct 12, 2014 at 8:49 PM, Juan Linietsky <redu...@gmail.com> > wrote: > > > > > Ton. > > > > > > If it makes you feel happier, I can manage to get screenshots of > data > > > exported with the plugin (with as many features as possible) being > > imported > > > in different applications by mid next week. > > > > > > Juan > > > > > > > > > On Sun, Oct 12, 2014 at 3:13 PM, Juan Linietsky <redu...@gmail.com> > > wrote: > > > > > > > Ton, > > > > > > > > It does work, and has been tested with those DCCs, but the most > > you > > > > can get is geometry. Animation will mostly not work because it's > > exported > > > > as baked transforms and clips (which are game engine targeted > > features). > > > > It has been used with Unity and got reports of users that got it > > to > > > > work with Cryengine and Amnesia engine. I do not have licenses for > any > > of > > > > those engines myself and I'm a Linux user. However, I'm willing to > > work > > > > with anyone from those companies to ensure they are importing the > > format > > > > correctly. > > > > > > > > Juan > > > > > > > > > > > > On Sun, Oct 12, 2014 at 2:52 PM, Ton Roosendaal <t...@blender.org> > > wrote: > > > > > > > >> 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 - t...@blender.org - 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 <t...@blender.org > > > > > >> 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 - t...@blender.org - 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 > > < > > > >> >>> zan...@gmail.com> 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 < > > redu...@gmail.com > > > > > > > >> >> 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 > > > >> >>>>> Bf-committers@blender.org > > > >> >>>>> http://lists.blender.org/mailman/listinfo/bf-committers > > > >> >>>> _______________________________________________ > > > >> >>>> Bf-committers mailing list > > > >> >>>> Bf-committers@blender.org > > > >> >>>> http://lists.blender.org/mailman/listinfo/bf-committers > > > >> >>>> > > > >> >>> _______________________________________________ > > > >> >>> Bf-committers mailing list > > > >> >>> Bf-committers@blender.org > > > >> >>> http://lists.blender.org/mailman/listinfo/bf-committers > > > >> >> > > > >> >> _______________________________________________ > > > >> >> Bf-committers mailing list > > > >> >> Bf-committers@blender.org > > > >> >> http://lists.blender.org/mailman/listinfo/bf-committers > > > >> >> > > > >> > _______________________________________________ > > > >> > Bf-committers mailing list > > > >> > Bf-committers@blender.org > > > >> > http://lists.blender.org/mailman/listinfo/bf-committers > > > >> > > > >> _______________________________________________ > > > >> Bf-committers mailing list > > > >> Bf-committers@blender.org > > > >> http://lists.blender.org/mailman/listinfo/bf-committers > > > >> > > > > > > > > > > > _______________________________________________ > > > Bf-committers mailing list > > > Bf-committers@blender.org > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > > > > > > -- > > With best regards, Sergey Sharybin > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- With best regards, Sergey Sharybin _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers