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
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:
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
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
@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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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