Well, someone made an exporter and is keeping it up to date.. Which is not so much the case with Collada.. On Feb 13, 2015 9:18 PM, "Josh Stratton" <[email protected]> wrote:
> 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 > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
