Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Przemyslaw Golab
Removing Collada is a bad idea, better poor support than none.
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Ton Roosendaal
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.orgwww.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.
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 Bf-committers@blender.org
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread skoti
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.orgwww.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.
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 Bf-committers mailing list
 Bf-committers@blender.org
 http://lists.blender.org/mailman/listinfo/bf-committers
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
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.orgwww.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.
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
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.comwrote:

 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.
   

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
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 

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
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 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, 

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
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?

 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 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 

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
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, Francesco Zoffoli maker...@gmail.com
 wrote:

  I'm just curious: why can't an external library be used?
 
 

 I think the biggest problem with Collada is that the specification seems
 like something huge and complex, so most people resorts to a library, which
 in turn ends up in something even more bigger and complex with several
 layers of complexiity that is a nightmare to maintain.
 In reality, Collada is a very simple format that is very easy to parse, but
 it definitely takes some work to really grasp and understand all of it,
 because it's very  flexible (way too much more than needed I think). I also
 wish it was more mantained and better documented at this point, too because
 most official examples are either broken or incompatible with the
 specification.

 Cheers

 Juan Linietsky
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Domino Marama
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 must work to earn my meals.

One thing that would need changing is the handling of libraries. Empty
ones should not be included in the .dae - having them there causes
compliance errors.

Schema validation error: Error: ERROR_VALIDATION_MIN_OCCURS_UNMATCHED
Element: library_images, Line: 14, Additional: child: image

Best Wishes,
Domino

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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Erwin Coumans
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,
without the issues of COLLADA and FBX.

I'm not familiar with baking,
but you might be able to store the baked data in the .blend file.

Thanks,
Erwin



On 7 January 2012 09:10, Juan Linietsky redu...@gmail.com wrote:

 Erwin,
That looks awesome and really useful, however the main advantage of an
 importer is the ability to bake everything (IK and other constraints) just
 like it's displayed in Blender.

 Cheers

 Juan Linietsky

 On Sat, Jan 7, 2012 at 2:07 PM, Erwin Coumans erwin.coum...@gmail.com
 wrote:

  Instead of going through the COLLADA or other intermediate format
  you can directly extract any data from a .blend using this C++ .blend
  parser:
 
  http://tinyurl.com/6s7k9zw
 
  AnimKit with the .blend loader includes a small sample that loads a
 .blend
  file,
  extracts textures, meshes, animations, skinning and physics info.
  It shows a skinned skeletal animated character using AnimKit and GLUT
  (keeping dependencies to a minimum)
 
  Cheers,
  Erwin
 
 
  On 7 January 2012 07:38, 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
 

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
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 sounds like Juan has a good start here.




On Sat, Jan 7, 2012 at 9:23 AM, Erwin Coumans erwin.coum...@gmail.comwrote:

 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,
 without the issues of COLLADA and FBX.

 I'm not familiar with baking,
 but you might be able to store the baked data in the .blend file.

 Thanks,
 Erwin



 On 7 January 2012 09:10, Juan Linietsky redu...@gmail.com wrote:

  Erwin,
 That looks awesome and really useful, however the main advantage of an
  importer is the ability to bake everything (IK and other constraints)
 just
  like it's displayed in Blender.
 
  Cheers
 
  Juan Linietsky
 
  On Sat, Jan 7, 2012 at 2:07 PM, Erwin Coumans erwin.coum...@gmail.com
  wrote:
 
   Instead of going through the COLLADA or other intermediate format
   you can directly extract any data from a .blend using this C++ .blend
   parser:
  
   http://tinyurl.com/6s7k9zw
  
   AnimKit with the .blend loader includes a small sample that loads a
  .blend
   file,
   extracts textures, meshes, animations, skinning and physics info.
   It shows a skinned skeletal animated character using AnimKit and GLUT
   (keeping dependencies to a minimum)
  
   Cheers,
   Erwin
  
  
   On 7 January 2012 07:38, 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
   

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread 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 Mikkelsenmikkels...@gmail.comwrote:

 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 Linietskyredu...@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 Mikkelsenmikkels...@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, skotiskot...@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
 

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Knapp
On Sat, Jan 7, 2012 at 5:30 PM, Morten Mikkelsen mikkels...@gmail.com wrote:
 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.

Surely, if blender is having these problems then all the other open
source programs that work with collada are too. Perhaps blender could
come together with all the others and form a Collada team that can
solve these problems. Just an idea.


-- 
Douglas E Knapp

Creative Commons Film Group, Helping people make open source movies
with open source software!
http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php

Massage in Gelsenkirchen-Buer:
http://douglas.bespin.org/tcm/ztab1.htm
Please link to me and trade links with me!

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Gaia Clary
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 childoptics ... in the specification have
 clarified that the optics may be only child ofcamera.

 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 Mikkelsenmikkels...@gmail.comwrote:

 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 Linietskyredu...@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 Mikkelsenmikkels...@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, skotiskot...@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 

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Erwin Coumans
@Morton

A C++ .blend importer may not be a viable alternative for some people
(artists)
but using an existing open source C++ .blend importer can be a viable
alternative for programmers.

It would be great to have well maintained COLLADA export/import for Blender
of course,
so good luck if someone can create and maintain a Python implementation.

Peter Amstutz wrote
 When I looked last looked at OpenCollada, one critical issue preventing
 someone else from taking over maintenance is the fact that it relied
 heavily on autogenerated code, but the code generator and the input file
 are not included in the online repository.

That is a serious issue. Did someone try to make those code generation
files available?

 There would also needs to be a set of test cases,

Khronos/COLLADA workgroup has an extensive conformance tests,
unfortunately they are only available to members. If someone starts
maintaining
OpenCollada, they probably can get access to those conformance tests.

Thanks,
Erwin


On 7 January 2012 09:47, Morten Mikkelsen mikkels...@gmail.com wrote:

 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 sounds like Juan has a good start here.




 On Sat, Jan 7, 2012 at 9:23 AM, Erwin Coumans erwin.coum...@gmail.com
 wrote:

  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,
  without the issues of COLLADA and FBX.
 
  I'm not familiar with baking,
  but you might be able to store the baked data in the .blend file.
 
  Thanks,
  Erwin
 
 
 
  On 7 January 2012 09:10, Juan Linietsky redu...@gmail.com wrote:
 
   Erwin,
  That looks awesome and really useful, however the main advantage of
 an
   importer is the ability to bake everything (IK and other constraints)
  just
   like it's displayed in Blender.
  
   Cheers
  
   Juan Linietsky
  
   On Sat, Jan 7, 2012 at 2:07 PM, Erwin Coumans erwin.coum...@gmail.com
   wrote:
  
Instead of going through the COLLADA or other intermediate format
you can directly extract any data from a .blend using this C++ .blend
parser:
   
http://tinyurl.com/6s7k9zw
   
AnimKit with the .blend loader includes a small sample that loads a
   .blend
file,
extracts textures, meshes, animations, skinning and physics info.
It shows a skinned skeletal animated character using AnimKit and GLUT
(keeping dependencies to a minimum)
   
Cheers,
Erwin
   
   
On 7 January 2012 07:38, 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 

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Alexandr Kuznetsov
Hi Erwin.

I don't think .blend importer is very good idea. We need a 3D format like
.png for images because it makes easier to share projects between programs.
There is probably 10-20 major programs which people use with Blender. So,
writing for each of them an extension for .blend importer is not realistic.
In addition, the implentation will be very basic due to their quantity.
Another problem is .blend format. .blend is essentially a dump of blender's
program memory. It has useless data like different preferences and other
internal data which intended for blender use only. Moreover, there is no
standard for .blend file. File format is constantly evolving. Therefore C
importer must constantly reflect changes and so the plugins.
It is better to have a very solid importer/exporter for universal 3d
format. If there is no good opensource library, it is better to write it
ourselves, rather then to support 20 importers/exporters different quality.

Best Regards,
Alex


On Sat, Jan 7, 2012 at 2:16 PM, Erwin Coumans erwin.coum...@gmail.comwrote:

 @Morton

 A C++ .blend importer may not be a viable alternative for some people
 (artists)
 but using an existing open source C++ .blend importer can be a viable
 alternative for programmers.

 It would be great to have well maintained COLLADA export/import for Blender
 of course,
 so good luck if someone can create and maintain a Python implementation.

 Peter Amstutz wrote
  When I looked last looked at OpenCollada, one critical issue preventing
  someone else from taking over maintenance is the fact that it relied
  heavily on autogenerated code, but the code generator and the input file
  are not included in the online repository.

 That is a serious issue. Did someone try to make those code generation
 files available?

  There would also needs to be a set of test cases,

 Khronos/COLLADA workgroup has an extensive conformance tests,
 unfortunately they are only available to members. If someone starts
 maintaining
 OpenCollada, they probably can get access to those conformance tests.

 Thanks,
 Erwin


 On 7 January 2012 09:47, Morten Mikkelsen mikkels...@gmail.com wrote:

  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 sounds like Juan has a good start here.
 
 
 
 
  On Sat, Jan 7, 2012 at 9:23 AM, Erwin Coumans erwin.coum...@gmail.com
  wrote:
 
   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,
   without the issues of COLLADA and FBX.
  
   I'm not familiar with baking,
   but you might be able to store the baked data in the .blend file.
  
   Thanks,
   Erwin
  
  
  
   On 7 January 2012 09:10, Juan Linietsky redu...@gmail.com wrote:
  
Erwin,
   That looks awesome and really useful, however the main advantage
 of
  an
importer is the ability to bake everything (IK and other constraints)
   just
like it's displayed in Blender.
   
Cheers
   
Juan Linietsky
   
On Sat, Jan 7, 2012 at 2:07 PM, Erwin Coumans 
 erwin.coum...@gmail.com
wrote:
   
 Instead of going through the COLLADA or other intermediate format
 you can directly extract any data from a .blend using this C++
 .blend
 parser:

 http://tinyurl.com/6s7k9zw

 AnimKit with the .blend loader includes a small sample that loads a
.blend
 file,
 extracts textures, meshes, animations, skinning and physics info.
 It shows a skinned skeletal animated character using AnimKit and
 GLUT
 (keeping dependencies to a minimum)

 Cheers,
 Erwin


 On 7 January 2012 07:38, 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 

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
Before writing my Collada Exporter I actually checked Erwin's work on
Bullet's Blender importer, but back then it was a little outdated and also
had that problem of efficiently baking stuff (like for example, IK or curve
follow constraint for a rollercoaster or some camera animations). I'm sure
if baking support was added for it, it would be really useful for us game
developers.
BTW, and also irrelevant to the current discussion, Erwin is my hero so
please be nice to him :D

Juan


On Sat, Jan 7, 2012 at 2:47 PM, Morten Mikkelsen mikkels...@gmail.comwrote:

 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 sounds like Juan has a good start here.




 On Sat, Jan 7, 2012 at 9:23 AM, Erwin Coumans erwin.coum...@gmail.com
 wrote:

  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,
  without the issues of COLLADA and FBX.
 
  I'm not familiar with baking,
  but you might be able to store the baked data in the .blend file.
 
  Thanks,
  Erwin
 
 
 
  On 7 January 2012 09:10, Juan Linietsky redu...@gmail.com wrote:
 
   Erwin,
  That looks awesome and really useful, however the main advantage of
 an
   importer is the ability to bake everything (IK and other constraints)
  just
   like it's displayed in Blender.
  
   Cheers
  
   Juan Linietsky
  
   On Sat, Jan 7, 2012 at 2:07 PM, Erwin Coumans erwin.coum...@gmail.com
   wrote:
  
Instead of going through the COLLADA or other intermediate format
you can directly extract any data from a .blend using this C++ .blend
parser:
   
http://tinyurl.com/6s7k9zw
   
AnimKit with the .blend loader includes a small sample that loads a
   .blend
file,
extracts textures, meshes, animations, skinning and physics info.
It shows a skinned skeletal animated character using AnimKit and GLUT
(keeping dependencies to a minimum)
   
Cheers,
Erwin
   
   
On 7 January 2012 07:38, 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?), 

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
Yeah I'm not sure it's 100% bug-free, but if you look at the source code,
it's so simple that such issues are very easy to fix.


On Sat, Jan 7, 2012 at 3:16 PM, skoti skot...@o2.pl wrote:

 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 Mikkelsenmikkels...@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 Linietskyredu...@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 Mikkelsenmikkels...@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, skotiskot...@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-
 
 
  

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
I think unless there is a skeleton, it samples animation of anything that
has curves. As said, while it exprors everything, it needs some little
tweaking, but the source code is so simple that it should be easy to fix.


On Sat, Jan 7, 2012 at 3:34 PM, Gaia Clary gaia.cl...@machinimatrix.orgwrote:

 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 childoptics ... in the specification have
  clarified that the optics may be only child ofcamera.
 
  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 Mikkelsenmikkels...@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 Linietskyredu...@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, skotiskot...@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
  

Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Erwin Coumans
I agree that a well maintained open source library for a stable 3D format
is best.

I just spoke to Sebastian from OpenCollada and asked him to open source the
code generation files,
so here you go:  http://code.google.com/p/opencollada/source/detail?r=867
I think improving the OpenCollada project is better than promoting FBX in
the long run.

Until that happens, we need to have some pragmatic solutions to get rich
data out of Blender.
Juan's Python .dae exporter is one solution, a .blend reader another.
The Blender .blend format is suprisingly stable, and we keep our .blend
importer up-to-date
(we can handle old-style animations and new style, and once bmesh is
available we will support it too)

Thanks,
Erwin



On 7 January 2012 12:04, Juan Linietsky redu...@gmail.com wrote:

 Before writing my Collada Exporter I actually checked Erwin's work on
 Bullet's Blender importer, but back then it was a little outdated and also
 had that problem of efficiently baking stuff (like for example, IK or curve
 follow constraint for a rollercoaster or some camera animations). I'm sure
 if baking support was added for it, it would be really useful for us game
 developers.
 BTW, and also irrelevant to the current discussion, Erwin is my hero so
 please be nice to him :D

 Juan


 On Sat, Jan 7, 2012 at 2:47 PM, Morten Mikkelsen mikkels...@gmail.com
 wrote:

  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 sounds like Juan has a good start here.
 
 
 
 
  On Sat, Jan 7, 2012 at 9:23 AM, Erwin Coumans erwin.coum...@gmail.com
  wrote:
 
   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,
   without the issues of COLLADA and FBX.
  
   I'm not familiar with baking,
   but you might be able to store the baked data in the .blend file.
  
   Thanks,
   Erwin
  
  
  
   On 7 January 2012 09:10, Juan Linietsky redu...@gmail.com wrote:
  
Erwin,
   That looks awesome and really useful, however the main advantage
 of
  an
importer is the ability to bake everything (IK and other constraints)
   just
like it's displayed in Blender.
   
Cheers
   
Juan Linietsky
   
On Sat, Jan 7, 2012 at 2:07 PM, Erwin Coumans 
 erwin.coum...@gmail.com
wrote:
   
 Instead of going through the COLLADA or other intermediate format
 you can directly extract any data from a .blend using this C++
 .blend
 parser:

 http://tinyurl.com/6s7k9zw

 AnimKit with the .blend loader includes a small sample that loads a
.blend
 file,
 extracts textures, meshes, animations, skinning and physics info.
 It shows a skinned skeletal animated character using AnimKit and
 GLUT
 (keeping dependencies to a minimum)

 Cheers,
 Erwin


 On 7 January 2012 07:38, 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 

[Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Sergey Kurdakov
Hi All,

just noticed commit
http://code.google.com/p/opencollada/source/detail?r=867 to
OpenCOLLADA rep

which resolves the mentioned problem with OpenCOLLADA, that library to
generate code from XSD schema is absent.

the issue, at least, starts to be adressed.

Regards
Sergey
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[Bf-committers] collada

2012-01-07 Thread angjminer

hey i am hearing that your planning on removing collada!!
i know there is a lot of issues with it but, at-least as it is right now it can 
be made to work. 
a lot of people depend on this as their intermediate file format,
now i know no one likes the idea of what i am doing (cryblend) but someone had 
to,
blender is so much more awesome than the other 3(no... seriously) and to be 
able to use it
to create assets for a MAJOR game engine( blender game engine rocks too) and i 
am not just talking about static meshes, you guys need to check out the stats :
http://www.crydev.net/viewtopic.php?f=315t=80167
look at the downloads on sourceforge
look at the video views on youtube
look at the page views for the above link (its even been stickified),
the more i get working the more people are interested. 
AND YES i do want to contribute back to the blender community,
i dont have clean code to do so yet( its ugly and hacked ,but works)
with good collada suport (decide on udp howto, and give access through python 
so someone can make a proper addon) blender would most definitely become a top 
choice for game devs indie or not. 
in conclusion a half hearted implementation is so much more valuable than none 
at all,
at-least people who rely on it have something to work with.  
thankyou for reading,
angjminer. 
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky
I reply as a middleware and tool developer, not as blender developer. This
may not be the place, but I believe my concerns also cover what Blender is
doing. My problem with OpenCollada:

1) It's way too big, and most apps don't need to either import or export
most of the format. Take a look at my Python exporter, which does most of
the job and it takes much fewer lines than even an interface with
OpenCollada. It's a lot of code to add to a project/repo and enlarges the
binary unnecesarily.
2) A strong point for using a library such as OpenCollada is proper
validation of the incoming DAE files. However, in the real world, it's easy
to find sightly broken files that you would rather import anyway than being
format nazi and refuse the import. Being honest, not even OpenCollada
plugins for MAX and Maya open their own DAEs most of the time.
3) It's been a lot of years and I still can't understand why there is such
a good support for MAX and Maya, and zero Blender support. Aren't Khronos
and ithe companies it represents supposed to fund and/or encourage adoption
of their format, yet the most open of the 3D modellers does not support the
most open 3D format?
4) Collada is an open format, but most apps that support it export their
data in different but valid ways. An example of this is the export of
skeletons, the usage of the inverse bind transform, how named/vs unnamed
bones are used, etc. Most apps that wish to import Collada don't work
internally like Collada and already have to do an important effort to guess
what the DAE layout looks like. OpenCollada is just too general purpose
and does not help this situation. Back then, other implementations such as
FCollada provided several tools that aided in the guesswork or provided
data the way it was meant to, so at least you could save writing some code
or doing some guessing.
5) I don't think blender should have yet another DAE importer/exporter,
but something custom tailored to it's needs. I already wrote several
Collada importers for middleware or propertary game engines and can attest
that most of the work is not really importing Collada itself (what
OpenCollada does), but guessing how the Collada file is laid out and how to
translate that to the way Blender works. Using a large library such as OC
only adds an unnecesary layer of complexity at the simpler part of a
problem.
6) Collada is a very outdated format at this point. There is no support for
constraints, material support is still really poor (still no official
support for normal mapping or displacement mapping, let alone any sort of
node-based materials), multiple texcoord support is broken because each app
exports it any way it wants, and many other issues. This could be solved
simply by going the FBX way and exporting blender-only extensions (besides
the standard stuff) in a DAE, describing the full blender material or
something, so importers can do the best at guessing, and save artist time
from having to reimplement materials all over again when importing. I'm not
sure how well can OC do this. Exporting custom properties is also really
useful.


Cheers

Juan Linietsky
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
I acknowledge that the amount of work you guys have put into OpenCollada is
significant and I am definitely pleased with
this as an option. That being said I am beginning to warm up to what sergei
is suggesting more and I am actually a collada user myself.
Correct me if I am wrong but the way it works for autodesk these products
by default ship with some crappy collada exporter that someone within the
castle of autodesk has authored. Then as an alternative option you guys
made OpenCollada plugins available for Maya and 3dsmax from your website
correct?
So when you think about it is there really any harm in Blender shipping
with a crappy collada exporter of its own, like autodesk, and then having
the option of downloading an OpenCollada blugin for Blender from an
off-site location as well (Possibly even your site)?
And Juan no offense intended here I am just making a comparison. I am not
saying your code is literally crappy!

Cheers,

Morten.





On Sat, Jan 7, 2012 at 1:22 PM, Sebastian sebast...@opencollada.org wrote:

 Erwin already announced it: I've contributed the code generation
 libraries under the MIT license and committed it to our Subversion
 repository.

 You should see this as our commitment to the future of OpenCOLLADA.
 OpenCOLLADA is and was a lot of work, it's far away from being perfect
 or even error free but I would not suggest to develop yet another DAE
 importer/exporter specifically for Blender or even drop support for it.
 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.

 We are currently discussing further financing of OpenCOLLADA and will
 spend more time the next months on bugfixing and conformance tests.

 Sebastian



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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Juan Linietsky


 And Juan no offense intended here I am just making a comparison. I am not
 saying your code is literally crappy!


The word crappy is completely subjective. In this case, what matters is:

1) Whether something works or not. It may have bugs and need a little more
work in the export options area, but it definitely does work (or is very
close).
2) How easy it is to maintain. I think we can agree that a ~1k loc python
codebase is much easier to maintain than a huge library and wrapper code.


Cheers

Juan
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Morten Mikkelsen
Okay I guess you did misunderstand my misuse of the word crappy.
What I meant was more like less likely to work with existing OpenCollada
importers. Those which are already used in other apps.
Clearly an OpenCollada exporter is more likely to work with an OpenCollada
importer
across apps. This was all I meant really. And implicitly this was also what
Sebastian was saying
in regards to the dangers of introducing yet another one. It's really a
reflection of the Collada format
being ridiculously broad. I am not calling anyone's code literally crap so
sorry I misused this work.



On Sat, Jan 7, 2012 at 3:24 PM, Juan Linietsky redu...@gmail.com wrote:

 
 
  And Juan no offense intended here I am just making a comparison. I am not
  saying your code is literally crappy!
 
 
 The word crappy is completely subjective. In this case, what matters is:

 1) Whether something works or not. It may have bugs and need a little more
 work in the export options area, but it definitely does work (or is very
 close).
 2) How easy it is to maintain. I think we can agree that a ~1k loc python
 codebase is much easier to maintain than a huge library and wrapper code.


 Cheers

 Juan
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Re: [Bf-committers] collada

2012-01-07 Thread Morten Mikkelsen
I agree Marty. It's awesome. Give my best to the doc! :)



On Sat, Jan 7, 2012 at 2:29 PM, Michael Fox mfoxd...@gmail.com wrote:

 On 08/01/12 08:28, angjmi...@gulftel.com wrote:
  hey i am hearing that your planning on removing collada!!
  i know there is a lot of issues with it but, at-least as it is right now
 it can be made to work.
  a lot of people depend on this as their intermediate file format,
  now i know no one likes the idea of what i am doing (cryblend) but
 someone had to,
 sorry to go a bit off here, but why would no one like what you have done
 with cryblend, i think its absolutely awesome what you have done (even
 posted about it on G+)
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Re: [Bf-committers] Collada importer/exporter kickout

2012-01-07 Thread Campbell Barton
On Sun, Jan 8, 2012 at 12:03 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.

Can you report these bugs please?

I'm no great fan of FBX/Autodesk with their idiotic EULA, but as
maintainer of FBX export I rather not have it be buggy.

Note that FBX has similar issues as collada, which is that different
applications support different parts of the FBX spec - so Lightwave
and Maya for example complain when importing non uniform scaled bones
from blender for EG because they don't support it.
So you cant assume just because a single application chokes on a
blender FBX model that it is a blender bug for sure.
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Re: [Bf-committers] Dynamic subdivision sculpting (Unlimited Clay) paper

2012-01-07 Thread Antony Riakiotakis
Hi Raul, skimming through your paper right now. It seems
straightforward enough but one question I have remaining is what
happens to extraordinary vertices after all in the subdivision phase.
Do they get simplified somehow? (how?). Do they get excluded from
further subdivision?
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