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
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
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
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
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
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
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
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?
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,
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
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,
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
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,
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
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
@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
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
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
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
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:
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
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
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
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
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
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
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
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
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
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?
30 matches
Mail list logo