@Juan, Yes I saw your post, but didn't take a look at the script yet (slow
super mega crappy connection those days). But my point was to encourage
this axe with your script as a starting point or starting blank if it
needed but with the same philosophy . Keep it simple, no dependency, with
basic fe
Hi Juan,
We work here with a lot of volunteers, people who can only contribute a little
bit of time.
What Campbell mostly likes to see is you remaining to be involved, just keep
using the code and when there's time check on changes or fixes by others. No
obligations, no further commitments ne
Hi,
that would be the third try to have COLLADA tools available for Blender.
Beside the technical implementation details (Python, OC Library, Python
again) I suspect the major problem is and was the missing maintainer for
these converters.
Having a scripted exporter is easy to write, I agree.
On Mon, 2012-01-09 at 11:43 +0100, Ton Roosendaal wrote about Juan's
script:
> So; Collada users here, please check it the code and report back?
As it is at the moment, I found it too buggy to use. It doesn't handle
parented objects well at all. My most basic test is a chain of 3
empties, translat
Hi all,
At Blender Pro, the Blender conference Brazil, I was talking to Ton, Dalai,
Pablo Vasquez and other artists about a great idea for Blender: the Blender
Addon/App Central.
*The problem today:*
- It is hard to find an add-on if you never did before;
- Even if you did it, you need to find it
>
> I had a quick look at the code, and decided it was overly simplistic and
> wouldn't handle a lot of valid cases correctly. A mesh shared between
> two objects for example, I think would end up stored as two meshes
> rather than one with multiple links to it.
>
this is too bad because AFAIK col
This is great news! I've reported bugs in OpenCOLLADA myself that I
would have fixed but could not due to the lack of code generation tools.
Here's a thought, could these tools be used to generate a Blender Python
API for OpenCOLLADA, then the data conversion for import/export (which
is really
On Mon, 2012-01-09 at 14:30 +0100, François T. wrote:
> I had a quick look at the code, and decided it was overly
> simplistic and
> wouldn't handle a lot of valid cases correctly. A mesh shared
> between
> two objects for example, I think would end up stored
The exporter i submitted handles both parented objects and shared meshes
between instances.
If you have testcases where this doesn't work, send them over and i'll see
what is wrong.
Juan
here, please check it the code and report back?
>
> As it is at the moment, I found it too buggy to use. It
Hi Moraes,
Good you remind us, and a promising concept this... it is probably well
possible to make this work inside a browser and somehow hook it up via python
with Blender itself. Makes it more feasible to implement too.
Next steps could also be to add import/exporters, themes, default startu
Another managment overlay for scripts? The current scheme is already
way too bureaucratic, wikipages, script tracker, svn,... all sorts of
conventions. It's hard what you have to care about, when you just want
to maintain a simple script.
aurel
On 9 January 2012 15:23, Ton Roosendaal wrote:
> Hi
That would be *lots* of work. OC is never meant as a simple standalone
API but more a library to statically link against. There is no simple
"C" like api but relies on the same memory allocators etc.
If you want to use Python don't stick with OpenCOLLADA ;)
On 09.01.2012 14:38, Peter Amstutz
I must disagree with you on that
All add-ons or scripts are for users, not for developers.
If I want my addon to be used only by me - I wouldn't have made it
public in a first place.
Believe it or not, but current system is way too difficult for artists.
Artists don't have a clue what SVN and oth
i do agree with aurel.
even good scripters don't have there scripts on the wiki page (they don't have
time for that)
and now adding another hustle for scripters (which they are doing for fun or
need)
unless assigning someone to look & searching the forums and the net for script
and enlist, tra
On Mon, 2012-01-09 at 11:07 -0300, Juan Linietsky wrote:
>
> The exporter i submitted handles both parented objects and shared
> meshes between instances.
> If you have testcases where this doesn't work, send them over and i'll
> see what is wrong.
I've had a look at the code, and it's a simple f
a bit off-topic but
> even good scripters don't have there scripts on the wiki page (they don't
> have time for that)
>
I would just like to point out that listing a script into wiki pages does
not take much time!
F
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Hi.
RE: wiki
---
It always amuses|depresses me when I hear talking like that about the wiki.
Not that I'm a mediawiki fanboy (and I mean it) but let's face it:
millions of people use Wikipedia to _communicate_, and I don't hear
them lament as much as I hear in the blender circles
> I would just like to point out that listing a script into wiki pages does
> not take much time!
i know (probably half an hour to write good docs), but tell that to the
scripters!
(how are you explaining that there are too many scripts not in the wiki)
also bf-extensions does have some rules,
On Tue, Jan 10, 2012 at 8:23 AM, Yousef Hurfoush wrote:
>
>> I would just like to point out that listing a script into wiki pages does
>> not take much time!
>
> i know (probably half an hour to write good docs), but tell that to the
> scripters!
> (how are you explaining that there are too many
@Moraes, agree we should really have something like this!
Just to note that addons can be `installed` as zip files currently -
so all a tool needs to do at a very basic level is to extract files
into a dir.
(yes there is possible dependency hell and how to manage
un-installing. but for now most a
> 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.
I agree. Not to mention all those who co use it alongside LW , all of
DAZ productsetc.
I actually tried to avoid a discussion h
COLLADA has a great conformance test suite at
http://www.khronos.org/conformance/implementers/collada/
It's being made available for free and I've already seen Blender results
uploaded some time ago.
On 09.01.2012 23:52, spatial wrote:
>> For the COLLADA community Blender is definitely one of
Can you share link? It's funny because on the conformant products page
there's actually one product. Yep, that's right. Just one:
http://www.khronos.org/conformance/adopters/conformant-products
check the Collada tab
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On Tue, Jan 10, 2012 at 9:52 AM, spatial wrote:
>
> > 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.
> I agree. Not to mention all those who co use it alongside LW , all of
> DA
On Tue, Jan 10, 2012 at 10:38 AM, Campbell Barton wrote:
>
> On Tue, Jan 10, 2012 at 9:52 AM, spatial wrote:
> >
> > > 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.
> > I
For these kinds of keybingins you can use the existing operator:
WM_OT_context_toggle
On Tue, Jan 10, 2012 at 10:53 AM, Antony Riakiotakis wrote:
> Revision: 43250
>
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=43250
> Author: psy-fi
> Date: 2012-
Ah, Campbell, that is exactly what I need! I thank you for the second
time today!
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