Re: [Bf-committers] FBX import support

2014-04-25 Thread Bastien Montagne
Tom said the essential. :) We had to understand both the binary encoding[1] and format layout[2] of this ugly thing, and directly write from the py scripts… Highly frustrating and time-consuming tasks, esp. since FBX has some very odd inconsistencies and odd picky expectations. Note that

Re: [Bf-committers] FBX import support

2014-04-25 Thread toni
This is why I’ve figured Collada may still be better to use -- at least it is open and ~specified. Does not seem like a good idea to build the future on something secret (and ugly?) in the long run. ~Toni From: Bastien Montagne Sent: ‎Friday‎, ‎April‎ ‎25‎, ‎2014 ‎9‎:‎45‎ ‎AM To:

Re: [Bf-committers] Node link swapping

2014-04-25 Thread gandalf3
I'm a little confused.. Is this going to be added back into trunk for only mix/math nodes? Or is it still being discussed? If it's the latter case, should this be opened as a design task on phabricator? On 04/15/14 06:47, Lukas Tönne wrote: Yes, we can add a feature for this based on a simple

Re: [Bf-committers] FBX import support

2014-04-25 Thread Jeffrey H
Unfortunately, FBX is currently the standard for the industry, which uses pretty much everything except Blender. All Autodesk products and Cinema 4D, Modo, etc. can use FBX, so that's what everybody's going to do. I believe Collada is much older and Autodesk is neglecting their own support for the

Re: [Bf-committers] FBX import support

2014-04-25 Thread Campbell Barton
@toni - FBX isn't exactly secret, since it has a pain-text (ascii) version its not so hard to support, also its data maps much more cleanly to Blender then Collada does (just similar conventions - armatures especially). Supporting the binary format was harder, but proabably still less hassle then

Re: [Bf-committers] RGBA compositing preview missing

2014-04-25 Thread Lukas Tönne
Fixed, thanks for reporting. https://developer.blender.org/rB005dabbd9ad51b75aef260168c81d5a826d4eb4f On Thu, Apr 24, 2014 at 3:49 PM, Dan McGrath danmcgrath...@gmail.comwrote: FWIW, someone in IRC was complaining about alpha earlier too: 07:42:51 mifth hey guys someone brokealpha

Re: [Bf-committers] FBX import support

2014-04-25 Thread Ton Roosendaal
Hi, The strong part of FBX was that it started as a native file format (MotionBuilder). Autodesk then has been hacking a lot on top of it... so it might have grown hairy and ugly, but it definitely works and gets used a lot. It's a big shame that Autodesk refuses to make an open standard out

Re: [Bf-committers] FBX import support

2014-04-25 Thread Hadrien Brissaud
Hello Ton and everyone, I wouldn't say I know how these things work, but isn't user adoption precisely driven (or allowed) by software support in the first place ? Why wouldn't a development of Collada support be a wise investment ? It seems that supporting FBX through reverse-engineering is

Re: [Bf-committers] FBX import support

2014-04-25 Thread Ton Roosendaal
Hi, We already try to get Collada to work with Blender since it was released. At least a dozen coders worked on it, two or three GSoC projects were defined for it. Each time the maintainers give up. For me Collada is legacy code - we can keep it around for stakeholders (2nd life), and if new

Re: [Bf-committers] FBX import support

2014-04-25 Thread Hadrien Brissaud
I was not aware that this many efforts were made. You are most likely right in that the future lies in baked information anyway (point clouds, etc.) Thanks for the answer ! Hadrien On 25 April 2014 15:24, Ton Roosendaal t...@blender.org wrote: Hi, We already try to get Collada to work with

Re: [Bf-committers] FBX import support

2014-04-25 Thread Benjamin Tolputt
On 25/04/2014, at 10:37 PM, Ton Roosendaal t...@blender.org wrote: What Alembic would offer - just baked meshes - is probably the best future. Any serious attempt to match rigs, constraints and modifiers between 3d apps is doomed anyway! :) This might work for uses related *solely* to still

Re: [Bf-committers] FBX import support

2014-04-25 Thread Jan Albartus
Collada is also important for people who make models. On 2014-04-25 15:24, Ton Roosendaal wrote: Hi, We already try to get Collada to work with Blender since it was released. At least a dozen coders worked on it, two or three GSoC projects were defined for it. Each time the maintainers

Re: [Bf-committers] FBX import support

2014-04-25 Thread Ton Roosendaal
Hi, Obviously, but a lot of game makers use special engines with own formats and are quite happy to directly use Blender python for export. For game makers we should keep fbx to work too - but even better would be if they start directly supporting .blend files. I'd love to see efforts for

Re: [Bf-committers] Node link swapping

2014-04-25 Thread Lukas Tönne
I've made an initial implementation for this: https://developer.blender.org/D483 Should be ready soon, just needs a few tweaks for backwards compatibility and a list of nodes that can use the feature in a meaningful way. Hope you don't mind that i added all participants here on CC, feel free to

Re: [Bf-committers] FBX import support

2014-04-25 Thread Toni Alatalo
Yes I am also looking at this from game dev angle. Collada did not come exactly from emptyness there as Sony made it for getting data in for PS games.. We've also always used engine specific formats, earlier Ogre's formats and now Three.js's JSON. Those always worked so Collada never seemed

[Bf-committers] Importing Assets: FBX VS Collada

2014-04-25 Thread Stefano Corazza
I'm writing this in response to the emails around FBX import topic. Thank you Tom, Bastien, Toni, Jeffrey and Campbell for your input. Bastien I also would like to express my admiration for the reverse engineering work you have done so far. Background: Our company - Mixamo - has worked with FBX

Re: [Bf-committers] Importing Assets: FBX VS Collada

2014-04-25 Thread Ton Roosendaal
Hi Stefano, You say: We have created a Blender 2.49 plugin to import Collada 1.4.1 Then why not do it for 2.7x? That import API is there since 2009. You are really welcome to pick up this development job and become a module owner for the Collada importer. It's the stakeholder principle. If

[Bf-committers] Compositor hotkey for frame nodes

2014-04-25 Thread Daniel Salazar - patazstudio.com
Hi, this is t the UI team. Could we pick one hotkey for the frame operations? We use Ctrl + J for creating a frame around selected nodes (J as in Join) We use Alt + P to remove selected nodes from a frame (P as in Parent) I loose so much time trying to remember or find the hotkey combinations of

[Bf-committers] 2.70/python/lib/site-packages/.svn

2014-04-25 Thread PerfectionCat
Hi, Devs. 2.70/python/lib/site-packages/.svn folder is included in a zip file of 2.70a distributed in an official site, but is this necessary? PerfectionCat ___ Bf-committers mailing list Bf-committers@blender.org