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, Juan Linietsky wrote: > 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.com>wrote: > >> 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 >> > _______________________________________________ > 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