Hi, I hereby declare this thread to be closed. As for any patch we will wait for fair reviews and reports from the field.
Feedback can go here: https://developer.blender.org/T41071 Thanks, -Ton- -------------------------------------------------------- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands On 13 Oct, 2014, at 10:00, Sergey Sharybin wrote: > "My exporter works, period" that's only valid in context of gobot. Taking > the example above, missing materials when importing to unity i would never > call it "works, period". > > I've got serious doubts full feature set is what is priority for us, > supporting 3rd party software for interchange is the priority i'd say. > > I'd say just call it Gobot Exporter and put to the contrib? Once it'll have > the same compatibility level as the current exporter it could be considered > a replacement for the opencollada exporter. An no, claiming that other > engines does wrong collada is not acceptable here. > > Also, having just a python exporter is not gonna to help getting away from > opencollada, for this we'll need an importer as well. > > On Mon, Oct 13, 2014 at 2:02 AM, Juan Linietsky <redu...@gmail.com> wrote: > >>> >>> Juan, i don't expect a silver bullet and i don't even believe in this. >> But >>> 3 days ago you claimed "This plugin is very battle-tested, and files >>> written by it can be read by most DCCs and engine", now you say "You >> can't >>> write an exporter thinking that you will please every importer out >> there". >>> This two things i can't really link together. So the questions so far: >>> >>> >> Why not? they are not mutually exclusive. The problem is that, again, you >> are expecting a silver bullet. >> >> When I claim it works, it means they can import the files, the problem is >> that Collada support in most engines and DCCs is very incomplete in >> general. If you export exactly that is supported by the importer, it works. >> If you export more, it generally doesn't, and the engine/DCC will crash and >> burn. My Collada exporter basically tries to mimic the same exporter format >> that OpenCollada Maya uses, which is why it's so compatible (as that is the >> most popular plugin used). >> >> So, if you want me to explain it in a different way, it should work as well >> as the best collada exporter it exists as the moment, but at the same time >> that's not necessarily good. >> >> >> >>> - Is current blender's importer capable of importing the exported by the >>> addon scene? >>> >> >> Yes, but it crashes in some scenes that use complex stuff such as >> morphs+skeletons. This is a problem of Blender's importer, not the >> exporter, as it exhibits the same behavior with other exporters (such as >> Maya Opencollada). Animations work fine, but animation clips do not work >> (which I believe are not supported anyway by the importer). >> >> >>> - Which engines/software are supported with the current state of the >> addon? >>> >> >> Tested Unity, works with most stuff but does not support clips, materials, >> etc. Unity should fix this. >> I know people used it with the Amnesia engine, and with Crytek and it >> worked pretty well. >> >> >>> - What are the plans about extending supported 3d party apps? >>> >> >> As I said before, the collada format exported is based in OpenCollada Maya, >> which is the best Collada exporter. It does not do anything weird nor >> imposes another way of exporting the format. If a 3rd party app does not >> work it's most likely the fault of that app, not because my exporter needs >> to be more compatible. >> >> >>> - What are the plans about importer? >>> >> >> None. >> >> >>> - Who's gonna to maintain the code? >>> >> >> I develop and maintain the code. >> >> >>> - Does someone from blender users tested the addon? >>> >>> >> Plenty of users to export to Godot, a few other users to export to other >> engines, but they have no way to know it exists unless it's integrated as >> core. I already explained this well enough. >> >> >>> But maybe the biggest one to be answered first: what are the benefits for >>> blender from the current state of the addon? >>> >>> >> -My exporter works, period. If you think it doesn't then I leave the burden >> of proof to you, and I take responsibility to fix anything that might not. >> -It supports the full Collada feature set (except physics, but no one uses >> that). >> -Has better export filters. >> -Can export multiple actions as clips, and bakes constraints on export. >> Without this exporting characters or interactive scenes is a pain in the >> ass. >> -It's only 1400 lines of python code. >> -Developer did not abandon it, nor does plan to abandon it. >> _______________________________________________ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > > > > -- > With best regards, Sergey Sharybin > _______________________________________________ > 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