I'm curious how many people are using this OpenGEX standard. I see a website and a wikipedia page, but don't see who's using it. I don't agree that including every standard is going to solve the problem. Wouldn't a student's time be better served fixing the errors in the collada importer since it's an already established albeit complicated standard?
On Fri, Feb 13, 2015 at 2:01 PM, Jonathan Railsback <[email protected]> wrote: > Everyone - > > How about an OpenGEX Python Importer Plugin for Blender? > > I've been doing some work with the Blender COLLADA importer, and something > with a simpler, more coherent spec (such as OpenGEX) > could help Blender attract more users in game development area. > > I was trying to use Blender to customize models from popular asset stores > (Unity, Turbosquid) but was always hampered by the fact > that nothing ever worked quite well. The Autodesk FBX->COLLADA converter > has issues, and other tools I found exported > animation using a non-matrix format (rot-X,rot-Y,rot-Z,scale, and > translation) that didn't work well with Blender unless you implemented > annoying work-arounds (which I'll be glad to share if anyone cares!). > > For whatever its worth, I've read the COLLADA spec and the OpenGEX spec as > well, and OpenGEX is at least a lot more compact > so it must be easier to understand :) > > I've been pondering working on such a thing myself, but I suspect a > student working on it full-time over > the summer will make more progress than I can in a few evenings here and > there. > > Eric Lengyel, author of the OpenGEX spec, created it to support his game > engine, and has written exporters for Maya, Max, and Blender to allow > models to > be imported into his engine. I guess the idea here is that an importer > would help support cross-tool content pipelines in the game development > area, since the export plugins for Autodesk tools already exist. > > I suspect I wasn't the only one on Earth that has tried to edit models but > got stuck by the mess that is COLLADA and the non-GPL-friendly blackbox > which is FBX. > > I did some Googling, and I think someone has already written a python > library to parse OpenDDL (the text-based language used by OpenGEX) so I > dont think it would be a totally ground-up effort. > > Thanks, > > Jon > > _______________________________________________ > 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
