Evening Gaia,
Yep, putting binary files there (SVN's lib
bf-blender/trunk/lib/tests/collada/ repo) for Collada testing sounds
perfectly fine.
Also, would be nice to integrate tests in our CTest automated suite, see
e.g. /tests/python/alembic_tests.py (in main Blender GIT repository) for
Ok, bzzt_ploink pointed me to a better location:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/collada/...
Is it ok to begin adding testfiles there?
-gaia-
On 18.06.2017 21:01, Gaia Clary wrote:
> 2.) Where is a good place to setup such a test collection?
> I guess this is
Hi;
I am creating some blend files for testing the Collada exporter
and Importer. I want to add a bit of python scripting so that
Blender can be called from a shell script, open a test blend file,
execute some activitieslike exporting some items, import them
back and do some checks.
Now i have
Hi Gaia,
Thanks for reply,
I've created a task and uploaded all files as attachment and assigned to you:
https://developer.blender.org/T49922
Recep
>
> On November 3, 2016 at 9:09 AM Gaia Clary
> wrote:
>
> Hi;
> thanks for this information.
>
Hi;
thanks for this information.
Would you mind to create a report for this?
Here is the link:
https://developer.blender.org/maniphest/task/edit/form/1/
You also can assign me to the report.
thanks
gaia
On 03.11.2016 08:59, Recep Aslantas wrote:
> I've another issue about node transform, since
I've another issue about node transform, since the subject is same I'm writing
here
I think Blender exports COLLADA matrix incorrectly in some cases
maybe it is related OpenCOLLADA directly I don't know yet
I created a scene with a sphere and cube, then I scaled cube (ScaleY) a bit
then I added
The 'Both' option was made especially for fixing a (blender unrelated)
issue with an Importer from another target system. But this issue has
already been fixed long time ago. I just forgot to remove the option
from the Blender exporter, thanks for the reminder!
gaia
On 02.11.2016 12:11,
Hello,
I'm working on COLLADA/glTF library, also I'm writing a viewer/renderer to
validate my progress and simplify usage of library,
as I promised I'll announce here after initial public release
My collada renderer (OpenGL Y_UP) renders correctly Blender exported COLLADA
(seems same with
Hi;
Here is a fix for Collada:
The Collada Importer did not import the Blender Profile information
correctly when multiple objects are bound to the same armature.
This caused Bone tails to be placed wrong.
I also tried to remove some warnings from the Linux compiler.
All together i made 3
Dear Ton,
I had linked the example files in my previous message:
/ Here a test case where Blender simply crashes:
// https://developer.blender.org/file/info/PHID-FILE-2kleiwpxahd6to6lac5y/#
/
We are happy to provide a full test set for Collada and FBX.
FBX is getting much more attention now
Hi Stefano,
A good first step is to provide a collada example (or a numnber of examples) in
our tracker, so things are reported and we can have a reference for testing.
Same I would do for fbx files - same characters/animations preferably.
Then also report on which software can be used to read
Dear BlenderDevs,
Here is long term Blender partner Mixamo speaking, with over 200,000
users among which Blender users is one of the largest groups.
At the moment he #1 issue with Blender for game development and
animation is non-native importing of assets. We get a lot of complaints.
In fact
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Thanks Gaia!
/Nathan
On 1.10.2013 0:30, Gaia wrote:
Hi all;
After the recent confusions about which OpenCollada version should
be used i now have added a file:
blender/source/blender/collada/version.conf
This file contains the sha1 hash
Hi,
From what i could see, there's no actually a call to update collada
to 463ba8a2ef5a021ce21df614dde29e0ee800e10b for release builder
environments and the latest call was done
for 18da7f4109a8eafaa290a33f5550501cc4c8bae8.
This is not gonna to be a good practice to silently update hash in the
Thanks for the info :)
For now i'm leaving collada unchanged for until next update request in the
ML.
Makes me wondering tho, is there some API call in collada to get it's
version? If so, IMO it'll make sense to add this info to Help - System
Info operator.
On Tue, Oct 1, 2013 at 4:18 PM, Gaia
Hi all;
After the recent confusions about which OpenCollada version should be used
i now have added a file:
blender/source/blender/collada/version.conf
This file contains the sha1 hash key of the OpenCollada Commit that
shall be used
for building Blender with Collada.
After a bit of trial
hi,
I have fallen ill since tuesday and i was not yet able to do what i
planned for
this week. However i will try to catch up a bit over the weekend. Maybe give
me until sunday ?
I can then move the still open issues to the Collada wiki page and work on
them for the next blender release.
Hi,
sounds good, thanks for getting back.
Get better soon. :)
Best regards,
Thomas
Am 07.02.2013 18:16, schrieb Gaia:
hi,
I have fallen ill since tuesday and i was not yet able to do what i
planned for
this week. However i will try to catch up a bit over the weekend. Maybe give
me until
Hi, Daniel;
Please feel free to help us with Collada. Any patch is very welcome.
Please can you give a small explanation whith your patch and possibly
a before/after comparison so that i can test the patch before applying
it to the code ?
Thanks a lot
cheers,
Gaia
On 29.01.2013 20:11, Daniel
Hi all;
I just have merged the Collada improvements from gsoc-2012 to the
development branch. The improvements where mainly in the animation
support and as far as i can see we now have:
- exported skeletons now reimport with correct bone sizes
- shape keys are now exported/reimported
- exports
Am 20.11.2012 00:43, schrieb Gaia:
Sure.
Any improvement of the Collada module is welcome and appreciated :)
Please can you add the patch to the patch tracker at
http://projects.blender.org/ ?
Then i will take a look on it.
thanks!
Gaia
On 20.11.2012 00:37, Daniel Jungmann wrote:
Hi
Hi everyone!
As I use multiple vertex colors in blender and found out that the
collada exporter can't export them all, I wrote a patch so blender
exports all vertex colors. Is there any interest here for the patch?
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Sure.
Any improvement of the Collada module is welcome and appreciated :)
Please can you add the patch to the patch tracker at
http://projects.blender.org/ ?
Then i will take a look on it.
thanks!
Gaia
On 20.11.2012 00:37, Daniel Jungmann wrote:
Hi everyone!
As I use multiple vertex colors
Hi.
Here is my most recent Collada patch:
http://projects.blender.org/tracker/index.php?func=detailaid=31739group_id=9atid=127
You wanted to review it before commit.
So please can someone actually do that review please :)
sergey-
Where are you? Why do you hide?
Where is that moonlight trail
+1 for second option --- add instancing option and use in preset.
On Sat, May 26, 2012 at 7:30 PM, Gaia gaia.cl...@machinimatrix.org wrote:
Hi
briefly:
If nobody complains i would like to add an option
Use Object instantiation
to the Collada Exporter and enable
Hi.
I believe that the export for Second life switch in the Collada exporter
actually enables a function that can be used not only for second life.
Someone mentioned it where actually a Bake Matrices and does
not only apply for second life, but also for other targets (see):
+1
This will be great for my project also. will be an elegant solution
for most users. We will be able to fine tune the presets with time.
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Hi,
For anyone that may be interested, videos and podcasts of the meeting have been
posted on Khronos' website.
http://www.khronos.org/news/events/gdc-2012-san-francisco
Thanks,
Daniel
On Mar 7, 2012, at 9:34 AM, Daniel Tavares wrote:
Hi,
I plan on attending the meeting.
I tried
Hi,
I plan on attending the meeting.
I tried contributing to Blender Collada efforts last year, but unfortunately I
fell short on my original plans given my work schedule. Even though I haven't
been active on the community, I've been keeping up with the mailing list and
I've been trying to
Hi,
That's indeed encouraging news!
Khronos president Neil Trevett mailed me in person too; especially to find out
if people would be willing to attend the GDC meeting.
http://www.khronos.org/news/events/gdc-2012-san-francisco#colladameetup
I know a couple of people are visiting GDC... show
You might want to check the patches to see if any of them fix those bugs :)
LetterRip
On Sun, Mar 4, 2012 at 9:16 PM, Arystanbek Dyussenov
arysta...@gmail.com wrote:
Hi,
I will be able to look into these patches after fixing this urgent bug (
the custom properties patch by dias works wonderfully.
i used it in cryblend.
and i didnt have the first problem out of it,and none of the
people who are using cryblend right now have complained about the
custom props not working.
i have switched to doing an addon but i thought you guys
Hi
BTW
https://collada.org/mediawiki/index.php/Open_Letter_March_2012
finally they started to approach the problems Blender devs discussed for
quite a time.
Regards
Sergey
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Hi,
I will be able to look into these patches after fixing this urgent bug (
http://projects.blender.org/tracker/index.php?func=detailaid=30440group_id=9atid=498)
and other urgent bugs from this list:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Import_Export#Import:_Bugs
.
Hi.
A few days ago i have added some information to the Collada Wiki Page
about which software tools do accept Blender's current Collada exports:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Import_Export
I now have reorganized the page a little bit so that we can add
Hi.
Should we fully switch discussion to the Wiki page ?
I answer here and add a comment to the Wiki as well.
http://wiki.blender.org/index.php/Dev_talk:2.5/Source/Development/Todo/Import_Export
More see below...
Am 31.01.2012 07:51, schrieb Juha Mäki-Kanto:
Hi, Gaia
Good to hear it does
On 02/01/2012 09:05 AM, Gaia Clary wrote:
Hi.
Should we fully switch discussion to the Wiki page ?
I answer here and add a comment to the Wiki as well.
http://wiki.blender.org/index.php/Dev_talk:2.5/Source/Development/Todo/Import_Export
More see below...
I'd prefer a collada specific
Hi,
Let's wait a bit with a new list; we can do that when this project is really
being tackled actively and everyone here's getting bored of collada discussions
:)
You're for sure very welcome to join irc.freenode.net #blendercoders. There's
always 100-150 people hanging out. I'd love to
On 02/01/2012 10:33 AM, Ton Roosendaal wrote:
Hi,
Let's wait a bit with a new list; we can do that when this project is really
being tackled actively and everyone here's getting bored of collada
discussions :)
Fair enough. There's the opencollada implementation and at least 3
partial python
Hi,
I put the export part of the
patchhttp://projects.blender.org/tracker/index.php?func=detailaid=30050group_id=9atid=127I
made in the tracker, some small additions I think which weren't in the
previous version. This is in line with things I can mostly help with, I
added some remarks about what
On Tue, 2012-01-31 at 11:26 +, Domino Marama wrote:
Second Life doesn't use animations from Collada, so it's only suitable
for testing mesh and rig.It uses bvh (and a custom .anim format) for
animations - so it's a good test for whether Collada rigging is
consistent with bvh export of
On Tue, 2012-01-31 at 13:37 +0200, Toni Alatalo wrote:
for SL, the Blender Collada export for animated meshes+skels to GLGE
doesn't break. I can put a little working demo up now with the current
exports and update it when changes are made in Blender.
ok is online now at:
Hi.
I just have added a few test files to the wiki page:
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Import_Export
At the moment i only added a rigged character, no animation tests yet.
@Toni: Does it make sense to also add your 4characters.zip to the page ?
I
Hi, kanttori;
Your patch works fine for export. For import see remark 4.) below.
I first had some issues but it turned out that i made a mistake when i
disabled
our workaround code for the current Collada exporter. After i fixed our
tools
and removed all these (ugly) workarounds all is well
With our collada support lacking we're inviting developers who
previously submitted patches to become involved by getting svn commit
access and working on this area in blender directly.
Gaia Clary is available to test patches on a user level and do some of
the management involved with getting
Hi, Gaia
Good to hear it does something right:) In response:
1.) Does it work ok with maya without the Second Life- box checked? There
are some other changes to export which may also affect results.
2. and 3.) The export with compatibility mode is probably the same as
2.49b. I still need to do
Hi,
I've been looking into collada, mainly from the transforms-side of things
(since I know more about them then collada). Here's a patch in
pasteallhttp://www.pasteall.org/28655/diffand brief
synopsis http://www.pasteall.org/28656/text. Would like to know if it
fixes export to second life (via
So the 2.61 COLLADA support isn't just bad, it's a regression from 2.59?
What changed?
Personally, I would be happy with reliable import of skeletons and
rigged/skinned models. My use case is to be able to move characters
that were modeled/rigged/animated in 3DS Max into Blender, and not
On Tue, Jan 10, 2012 at 11:15:20AM +0100, Ton Roosendaal wrote:
I even wouldn't mind a (python) addon Export to DazCollada, CryCollada,
2ndLifeCollada, etc. It's how collada has been designed to work anyway...
Given how the Collada specification is so all-encompassing (or other
word that
That being said, would be helpful if someone could give a concrete example
of how the exporter-side fails when skinning (not bones look different
after collada * ) or the error in my logic. From looking at the files
produced the animation matrices should be correctly parent space.
* Bones may
The problem with importing/exporting of Collada and skeletons is not really
that it doesn't match the internal representation.
Animating 3D objects in a 3D Animation package is always done through euler
angles, local or global, and that is easy to export
seamlessly in Collada.
But skeleton based
There was a proposal once on the COLLADA mailing list to include
constraints. It turned out that with COLLADA 1.5's kinematic model and
the full MathML support for formulas nearly every use case could be
handled. If you're interested and prepare a blend file we can handcraft
a corresponding
My basic point is that to me it seems like going to collada means you
either haven't done object/armature animation yet or you're done with it
and happy to have it baked as per frame rot/loc/scale or matrices. I'm
not sure about most other programs so I'll just ask: what would be the
correct way
Hi,
Did some digging into this - armature animation vs
colladahttp://www.pasteall.org/28205/text
From testing and looking at the code Blender imports and uses animation
curves directly which isn't good. It'll only match the original in special
circumstances like if the rotation difference
Much better stakeholders would be Linden Labs (2nd life), or
CryTek... or Daz?
Three names of companies who make plenty of dollars with software
licensing. Why
don't they put an employee as developer in our team, to ensure
Collada exports
smoothly for their products?
Because they
Hi,
You can count on plenty of people jumping on a patch if you publish it. Don't
understimate the power of having many eyes looking. If it requires more
expertise or IO experience, Campbell is around to check on it too.
-Ton-
Is there a list containing all COLLADA related bugs somewhere? There are
only a few, some of them very unspecific, on the 2.6 bug tracker.
On 11.01.2012 11:06, Ton Roosendaal wrote:
Hi,
You can count on plenty of people jumping on a patch if you publish it. Don't
understimate the power of
Not a patch, but here's my collada importer, it's really simple, very
complete feature wise and very compatible.
Main file: collada.*
Simple xml parser: xml_parser.*
Stuff that loads into middleare: scene_format_collada.*
Probably the way to go is to just integrate the simple xml parser and then
Hi,
The Collada conformance suite is not working, and working on it won't help
anything.
I wrote about this here;
http://code.blender.org/index.php/2011/10/collada-momentum/
Collada just has no reference stakeholder(s) (like how fbx was native for
motionbuilder).
Blender would be the worst
Offtopic: How far is Alembic support in Blender? (I apologize I don't wan't
to start a flame war)
johannes
On 10 January 2012 11:15, Ton Roosendaal t...@blender.org wrote:
Hi,
The Collada conformance suite is not working, and working on it won't help
anything.
I wrote about this here;
Is anyone using collada successfully for interchange character
animations between content creation applications?
(not export to game engine but actually move mesh+rig data between
apps for further editing).
Ok an example:
Its currently the only way to import LW scenes in a reliable way into
exactly it is off topic.
There is no comparaison to collada or fbx or whatover format which are
still editable after import/export.
Alembic is a BAKE format and will never be a replacement to other above
mention cross platform exchange format. Yet I can see is importance, but
don't have any place
Until Blender has good fbx import or an alternative collada import
(python?) it would be good to postpone dropping OpenCollada.
From the feedback, some people are using the import feature, and there is
no replacement.
Let's hope someone stands up and fixes the issues in trunk, rather then
Quoting Ton Roosendaal t...@blender.org:
Hi,
The Collada conformance suite is not working, and working on it won't help
anything.
I wrote about this here;
http://code.blender.org/index.php/2011/10/collada-momentum/
Collada just has no reference stakeholder(s) (like how fbx was native
I didn't realize a collada exporter was so important. If so..
I have a *very* *tested* and *very* *small* collada importer in my
middleware stuff (~3k lines of C++ code). It supports pretty much
everything (models, skeletons, materials, cameras, lights, morphs, any-axis
orientation, animations
That sounds *very* exciting and *very* appropriate for our needs :) OC ads
too much weight to Blender's big ass
Daniel Salazar
3Developer.com
On Tue, Jan 10, 2012 at 3:48 PM, Juan Linietsky redu...@gmail.com wrote:
I didn't realize a collada exporter was so important. If so..
I have a
Hi Juan,
We work here with a lot of volunteers, people who can only contribute a little
bit of time.
What Campbell mostly likes to see is you remaining to be involved, just keep
using the code and when there's time check on changes or fixes by others. No
obligations, no further commitments
Hi,
that would be the third try to have COLLADA tools available for Blender.
Beside the technical implementation details (Python, OC Library, Python
again) I suspect the major problem is and was the missing maintainer for
these converters.
Having a scripted exporter is easy to write, I agree.
On Mon, 2012-01-09 at 11:43 +0100, Ton Roosendaal wrote about Juan's
script:
So; Collada users here, please check it the code and report back?
As it is at the moment, I found it too buggy to use. It doesn't handle
parented objects well at all. My most basic test is a chain of 3
empties,
I had a quick look at the code, and decided it was overly simplistic and
wouldn't handle a lot of valid cases correctly. A mesh shared between
two objects for example, I think would end up stored as two meshes
rather than one with multiple links to it.
this is too bad because AFAIK collada
This is great news! I've reported bugs in OpenCOLLADA myself that I
would have fixed but could not due to the lack of code generation tools.
Here's a thought, could these tools be used to generate a Blender Python
API for OpenCOLLADA, then the data conversion for import/export (which
is
On Mon, 2012-01-09 at 14:30 +0100, François T. wrote:
I had a quick look at the code, and decided it was overly
simplistic and
wouldn't handle a lot of valid cases correctly. A mesh shared
between
two objects for example, I think would end up stored as
That would be *lots* of work. OC is never meant as a simple standalone
API but more a library to statically link against. There is no simple
C like api but relies on the same memory allocators etc.
If you want to use Python don't stick with OpenCOLLADA ;)
On 09.01.2012 14:38, Peter Amstutz
On Mon, 2012-01-09 at 11:07 -0300, Juan Linietsky wrote:
The exporter i submitted handles both parented objects and shared
meshes between instances.
If you have testcases where this doesn't work, send them over and i'll
see what is wrong.
I've had a look at the code, and it's a simple fix..
For the COLLADA community Blender is definitely one of the most
important stakeholders to stop supporting COLLADA would make things in
DCC exchange even worse.
I agree. Not to mention all those who co use it alongside LW , all of
DAZ productsetc.
I actually tried to avoid a discussion
COLLADA has a great conformance test suite at
http://www.khronos.org/conformance/implementers/collada/
It's being made available for free and I've already seen Blender results
uploaded some time ago.
On 09.01.2012 23:52, spatial wrote:
For the COLLADA community Blender is definitely one of
Can you share link? It's funny because on the conformant products page
there's actually one product. Yep, that's right. Just one:
http://www.khronos.org/conformance/adopters/conformant-products
check the Collada tab
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On Tue, Jan 10, 2012 at 9:52 AM, spatial spat...@huf.org wrote:
For the COLLADA community Blender is definitely one of the most
important stakeholders to stop supporting COLLADA would make things in
DCC exchange even worse.
I agree. Not to mention all those who co use it alongside LW , all
On Tue, Jan 10, 2012 at 10:38 AM, Campbell Barton ideasma...@gmail.com wrote:
On Tue, Jan 10, 2012 at 9:52 AM, spatial spat...@huf.org wrote:
For the COLLADA community Blender is definitely one of the most
important stakeholders to stop supporting COLLADA would make things in
DCC
Unfortunately I can not - I tested a month ago one scene and a file
exported from Blender to 3ds max (reference implementation) and showed
errors. I no longer have either the file or scene, and detailed
information is not checked, because the FBX does not interest me.
On Sun, Jan 8, 2012 at
I'm probably a bit too late for the fight and tried to read all the thread
for this (there is several email with different subjects).
I do understand the complexity with collada, and yet I don't understand all
the issue you mention, but i'll trust you for this. Two years ago I wrote a
simple LUA
so +1000 for a python, dependency less from scratch... one feature at the
time with clear, simple and well commented code ! I'm sure many people will
be able to help in the community. But until we have a I/O addon working for
basic features as a complete scene (no animation, no bones, no
Quoting Juan Linietsky redu...@gmail.com:
so +1000 for a python, dependency less from scratch... one feature at the
time with clear, simple and well commented code ! I'm sure many people will
be able to help in the community. But until we have a I/O addon working for
basic features
but as it is right now it does support animations, in my opinion(which
i know doesn't amount to much right now) we need an equivalent to start
with before it gets tore out. i agree it needs to be python like the
rest,but to rip it out now and (no offense Juan) replace it with
something that
On Mon, Jan 9, 2012 at 2:16 PM, Juan Linietsky redu...@gmail.com wrote:
but as it is right now it does support animations, in my opinion(which
i know doesn't amount to much right now) we need an equivalent to start
with before it gets tore out. i agree it needs to be python like the
rest,but
Campbell, I don't mind accepting patches or helping out people to work on
the plugin , but what I can't do is to promise spending much time adding
more features myself or upon request. I don't really know much about the
development process of Blender, so if you feel this will work then I'll
gladly
I'm also ready to help by adding features. I'm not so good to start
things, but when I see
how it's done then I should be able to add new features... Let's do this :)
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Hi Juan,
theres nothing wrong with this - its basically what I do for FBX and a
few other formats - keep them running and try to fix bugs users
report.
You wont be expected to fix every bug either - for more simple scripts
like this often technical users provide patches too.
- Campbell
On Mon,
Removing Collada is a bad idea, better poor support than none.
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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
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