Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Przemyslaw Golab
Removing Collada is a bad idea, better poor support than none. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Ton Roosendaal
Hi, I realize the proposal was harsh, but it was meant as a public statement as well (to khronos, opencollada team, etc). I don't want to blame it on the hard working devs here. We do have collada IO work at some level, and that has been proven useful in several cases. The job is just

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread skoti
I know Collada importer / exporter is problematic (I wrote an importer for my engine and I know that everything in the Collada can be stored in N different ways). - If you want to use the model in Second Life / Google Earth, you have to use Collada, if you want to use models in engines

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
Yes that's a very relevant point. A collada solution with just positions, UVs and normals is not a solution. In that case you might as well use obj format. I went through the hard work of writing a collada importer specifically to get skinning and animation into my tech frame-work. On Sat, Jan

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
Hi guys, I made my own Collada exporter in Python and that's what I've been using. It's less than 1k lines of code and does not depend upon any library or anything, but it exports everything except morphs. I don't have much time to work on it at the moment, but it's so simple and complete

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
In my case I do not need morphs. I do need animation and skinning though. And obviously also geometries and materials. And it sounds like you have this covered? I have no sense of loyalty toward OpenCollada so if this is a viable solution I am for it. Can you make it available somewhere with

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
Ah, I tried to attach it to the e-mail, guess the mailing list does not accept attachments? Here's a dropbox link: http://dl.dropbox.com/u/53086520/io_scene_dae.zip Cheers Juan Linietsky On Sat, Jan 7, 2012 at 12:38 PM, Morten Mikkelsen mikkels...@gmail.comwrote: In my case I do not need

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
Ah also, I think I wrote it for Blender 2.58 so I hope no API has changed since then and stil works. Cheers Juan Liniesky On Sat, Jan 7, 2012 at 12:49 PM, Juan Linietsky redu...@gmail.com wrote: Ah, I tried to attach it to the e-mail, guess the mailing list does not accept attachments?

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
As an example of people having problems with its complexity OpenCollada doesn't drain collada sources correctly at all. They make many assumptions such as data being non interleaved. On Sat, Jan 7, 2012 at 8:23 AM, Juan Linietsky redu...@gmail.com wrote: On Fri, Jan 6, 2012 at 9:04 PM,

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Domino Marama
On Sat, 2012-01-07 at 12:06 -0300, Juan Linietsky wrote: Feel free to do anything with it or integrate it into Blender, just credit me on the file. I would love to work more on it, or even make a proper importer since I have a high level of expertise in Collada, but I have very little time and

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Erwin Coumans
You are right that in some cases an exporter is better, but in many cases a C/C++ .blend importer is a better to go. I just wanted to remind anyone reading this thread that there is an easy way to extract any data from Blender in C++, including animation curves, skinning info, textures etc,

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
Erwin I consider this irrelevant in the current discussion. Programmers should they choose to can write .blend importers but the current discussion is what to do about collada for blender. Telling everyone to write .blend importers (incl artists) is not a viable alternative. That being said it

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread skoti
I wanted to test your exporter on my example scene, but there are errors and the files are not compatible with the specification - for example in light you have a child optics ... in the specification have clarified that the optics may be only child of camera. On Sat, Jan 7, 2012 at 16:49,

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Knapp
On Sat, Jan 7, 2012 at 5:30 PM, Morten Mikkelsen mikkels...@gmail.com wrote: As an example of people having problems with its complexity OpenCollada doesn't drain collada sources correctly at all. They make many assumptions such as data being non interleaved. Surely, if blender is having these

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Gaia Clary
I have done a couple of tests with Blender 2.61 to check if it exports correct for Second Life. For some reason it takes a long time to export an animatin which actually does not exist. Yes i have unchecked export animation :) The import to Second Life yields import errors. I havent tested in

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Erwin Coumans
@Morton A C++ .blend importer may not be a viable alternative for some people (artists) but using an existing open source C++ .blend importer can be a viable alternative for programmers. It would be great to have well maintained COLLADA export/import for Blender of course, so good luck if

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Alexandr Kuznetsov
Hi Erwin. I don't think .blend importer is very good idea. We need a 3D format like .png for images because it makes easier to share projects between programs. There is probably 10-20 major programs which people use with Blender. So, writing for each of them an extension for .blend importer is

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
Before writing my Collada Exporter I actually checked Erwin's work on Bullet's Blender importer, but back then it was a little outdated and also had that problem of efficiently baking stuff (like for example, IK or curve follow constraint for a rollercoaster or some camera animations). I'm sure if

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
Yeah I'm not sure it's 100% bug-free, but if you look at the source code, it's so simple that such issues are very easy to fix. On Sat, Jan 7, 2012 at 3:16 PM, skoti skot...@o2.pl wrote: I wanted to test your exporter on my example scene, but there are errors and the files are not compatible

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
I think unless there is a skeleton, it samples animation of anything that has curves. As said, while it exprors everything, it needs some little tweaking, but the source code is so simple that it should be easy to fix. On Sat, Jan 7, 2012 at 3:34 PM, Gaia Clary gaia.cl...@machinimatrix.orgwrote:

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Erwin Coumans
I agree that a well maintained open source library for a stable 3D format is best. I just spoke to Sebastian from OpenCollada and asked him to open source the code generation files, so here you go: http://code.google.com/p/opencollada/source/detail?r=867 I think improving the OpenCollada project

[Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Sergey Kurdakov
Hi All, just noticed commit http://code.google.com/p/opencollada/source/detail?r=867 to OpenCOLLADA rep which resolves the mentioned problem with OpenCOLLADA, that library to generate code from XSD schema is absent. the issue, at least, starts to be adressed. Regards Sergey

[Bf-committers] collada

2012-01-07 Thread angjminer
hey i am hearing that your planning on removing collada!! i know there is a lot of issues with it but, at-least as it is right now it can be made to work. a lot of people depend on this as their intermediate file format, now i know no one likes the idea of what i am doing (cryblend) but someone

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
I reply as a middleware and tool developer, not as blender developer. This may not be the place, but I believe my concerns also cover what Blender is doing. My problem with OpenCollada: 1) It's way too big, and most apps don't need to either import or export most of the format. Take a look at my

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
I acknowledge that the amount of work you guys have put into OpenCollada is significant and I am definitely pleased with this as an option. That being said I am beginning to warm up to what sergei is suggesting more and I am actually a collada user myself. Correct me if I am wrong but the way it

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
And Juan no offense intended here I am just making a comparison. I am not saying your code is literally crappy! The word crappy is completely subjective. In this case, what matters is: 1) Whether something works or not. It may have bugs and need a little more work in the export options

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
Okay I guess you did misunderstand my misuse of the word crappy. What I meant was more like less likely to work with existing OpenCollada importers. Those which are already used in other apps. Clearly an OpenCollada exporter is more likely to work with an OpenCollada importer across apps. This was

Re: [Bf-committers] collada

2012-01-07 Thread Morten Mikkelsen
I agree Marty. It's awesome. Give my best to the doc! :) On Sat, Jan 7, 2012 at 2:29 PM, Michael Fox mfoxd...@gmail.com wrote: On 08/01/12 08:28, angjmi...@gulftel.com wrote: hey i am hearing that your planning on removing collada!! i know there is a lot of issues with it but, at-least as

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Campbell Barton
On Sun, Jan 8, 2012 at 12:03 AM, skoti skot...@o2.pl wrote: I know Collada importer / exporter is problematic (I wrote an importer for my engine and I know that everything in the Collada can be stored in N different ways). - If you want to use the model in Second Life / Google Earth, you have

Re: [Bf-committers] Dynamic subdivision sculpting (Unlimited Clay) paper

2012-01-07 Thread Antony Riakiotakis
Hi Raul, skimming through your paper right now. It seems straightforward enough but one question I have remaining is what happens to extraordinary vertices after all in the subdivision phase. Do they get simplified somehow? (how?). Do they get excluded from further subdivision?