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 instructions on how to install it so people can test it?
Cheers and thanks, Morten On Sat, Jan 7, 2012 at 7:06 AM, Juan Linietsky <redu...@gmail.com> wrote: > 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 that if > anyone else want's to work on it, it should be really easy. I'm also not an > expert at Python or Blender API so someone more experience can probably > shape it up better. It's also much more stable than the official one (due > to it being so small). > > 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 must work to earn my meals. > > Cheers! > > Juan Linietsky > > > On Sat, Jan 7, 2012 at 11:49 AM, Morten Mikkelsen <mikkels...@gmail.com > >wrote: > > > 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 7, 2012 at 5:03 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 > > > to use Collada, if you want to use models in engines WebGL/Flash3D > > > practically have to use Collada (is there any web engine with FBX > > > importer?), Most game engines use Collada for importing data (support > > > for FBX a few). FBX exporter also has bugs. Well, that FBX is in a > > > blender, but it is not usually an option for people using Collada. > > > > > > - If someone uses Collada it not for the base mesh + uv (then using *. > > > obj) and for skeletal animation, lights, cameras and their animation > > > (motion, color, light and their intensity), multiUV (uv for color, > > > normalmap ... + uv for lightmap). And all this in current Collada > > > exporter works well. > > > > > > - No other exporter does not work here as well as Collada - ofc has > > > bugs, but it has nothing what could replace the Collada in this task. > In > > > the future, Alembic can replace Collada, but not for several years. > > > > > > IMO, better to leave Collada, until you will be able to replace it with > > > success to other formats like Alembic (FBX is not popular in the > > > software and you can not replace him Collada in most tasks). > > > > > > > > > On 7 Jan, 2012, at 12:30, Ton Roosendaal wrote: > > > > 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 > incredible > > > hard to achieve. > > > > > > > > To move forward: > > > > > > > > - userts who successfully applied .dae could also check whether > another > > > exchange format would have done the job as good. Tried FBX? > > > > > > > > - note that for basic mesh (+uv) export, a quite simple script could > do > > > the job already. It is probably a few days job for a py scripter. > > > > > > > > - we are currently including about 100 MB of opencollada libs to > make a > > > feature work that's meant to be able to exchange (I+O) full shots or > game > > > environments, with character animation and so on. That's what Collada > was > > > designed for, and that's a target we can't support. > > > > > > > > -Ton- > > > > > > > > > > ------------------------------------------------------------------------ > > > > Ton Roosendaal Blender Foundation t...@blender.org > > www.blender.org > > > > Blender Institute Entrepotdok 57A 1018AD Amsterdam The > Netherlands > > > > > > > > On 6 Jan, 2012, at 21:21, Morten Mikkelsen wrote: > > > > > > > >>> 1) Official announcement that Blender drops Collada support > > > >>> 2) Move Collada support into a branch, out of trunk > > > >>> 3) Create a tracker "orphanage" or "branches" or so, where we put > all > > > >>> reports that are not in support (anymore). > > > >>> > > > >>> > > > >> I just want to say though I am not up for the challenge of taking > over > > > on > > > >> this sub project I would be sad to see Collada support taken out of > > > trunk. > > > >> I use it often also with skinning export. I know many users do and > > > >> eventhough I understand everyone's frustration I prefer the > > > implementation > > > >> that is there now (which I use often) to no built-in version at all. > > > >> > > > >> I am not disagreeing with any of the frustrating aspects of Collada > > > which > > > >> you and others have mentioned. > > > >> Just saying personally I do use it and would very much like to keep > it > > > in. > > > >> With bugs and all :) > > > >> > > > >> I have seen many other commercial tools with awful crappy .3ds > > importers > > > >> and exporters but bad as they were they didn't take them out > > > >> because people were still relying on them and using them. Despite > the > > > bugs > > > >> in them. > > > >> > > > >> > > > >> Cheers, > > > >> > > > >> Morten. > > > >> _______________________________________________ > > > >> Bf-committers mailing list > > > >> Bf-committers@blender.org > > > >> http://lists.blender.org/mailman/listinfo/bf-committers > > > > _______________________________________________ > > > > Bf-committers mailing list > > > > Bf-committers@blender.org > > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > > > > > _______________________________________________ > > > Bf-committers mailing list > > > Bf-committers@blender.org > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers