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 more depth. Maybe the script behaves wrong because it was made for 2.58 ?
cheers, Gaia Am 07.01.2012 19:16, schrieb 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, 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 _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers