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Anders Backman wrote:
> I think he refers to the fact that Collada does support skinning and
> skeleton animation together with just about everything else.
> To get an efficient pipeline one would like to avoid 19 different file
> formats just to get a character to move around.
> There are already exporters for collada, so its more of a matter of
> writing a CA library that makes use of it.
> But as it is a rather large task, we are very thankful to Bruno for
> writing the initial version.
> And for everyone else that keeps it going.

That's true, however it doesn't really solve the animation issues, only
the export. I export a Collada file and then what? Do we have code which
can load, animate and control a skinned and animated character from it
in a meaningful manner? I am not aware of that.

I do not see Collada ever replacing tools such as Replicant providing
high-level animation APIs - Collada is an asset exchange format, not an
animation tool. That we can write a simple loader displaying Collada guy
playing a keyframe animation in OSG? Fine, and? Will it support
procedural animation? Non sliding walk? Animation blending? Actions
composed out of several animations? Inverse kinematics? I do not think
so. However these are examples of issues that I commonly need in
simulations. Replicant and Cal3D satisfy them only partially at the
moment, but this kind of development should be done there, not in the
Collada standard. Most likely people behind Collada are not even
interested in these issues because that was never the purpose of this
standard.

I am not against Collada, however I see it as a bit of an orthogonal
issue to the problems discussed. Even Cal3D could probably animate
Collada-specified characters, but that still doesn't address the problem
that Cal3D has no hardware skinning at the moment and its design is a
bit deficient in places - for example if you want to support procedural
animation it is a pain to do.

Jan

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