On 02/10/2016 01:23 PM, Keith Boshoff wrote:
> I'm speaking from a Unity perspective and the chances of them including
> other mesh formats in the near future are slim to none (Though I'm still
> going to nag them about it). I'm pretty sure the same is true for Unreal,
> Crytek, Lumberyard and
Crowdfund FBX then. Money donated will decide how much it is needed. I know
this isn't ideal from an open source perspective, but honestly, fbx is a
business/market matter, and maybe should be put aside from the blender open
source ideal.
2016-02-10 11:05 GMT-03:00 Fabio Pesari :
2016-02-10 11:28 GMT-03:00 Fabio Pesari :
> , but if it "dies" in
> terms of fewer contributions due to poor funding, it will be exactly
> because of people who would rather buy* expensive proprietary programs
> than donate at least 1/3 of that money to Blender. Why the double
Well, instead of crowdfunding, that I think it's not going to work, I would
suggest to officially (Ton) talk with Unreal, Unity, Valve and maybe some
of the blender partners and expose the problem to them. If possible make
them talk all together. Since all of them have some interest in FBX working
It would be great to have gitf support. Some open source game engines use
it for importing 3d animated assets. It is said to perfprm better that the
other formats on webg games.
On 10 Feb 2016 11:42, "Fabio Pesari" wrote:
> After reading the thread about FBX, I realized that
Hi,
Money is very welcome. Industry users can do two things:
1) Let their company sign up for the development fund:
https://www.blender.org/foundation/development-fund/
(We get about 100 grand per year, which is 1% of what C4D users give to Maxon
annually).
2) Hire developers yourself! Or
On 02/10/2016 03:00 PM, David Fenner wrote:
> I think this is unfare. Blender lives because of it's users. Think about
> how many studio pipelines depend on blender fbx export to unity.
It seems like Blender is very important for both studios and Unity. How
much money did studios donate to
On Thu, Feb 11, 2016 at 1:28 AM, Fabio Pesari wrote:
> On 02/10/2016 03:00 PM, David Fenner wrote:
>> I think this is unfare. Blender lives because of it's users. Think about
>> how many studio pipelines depend on blender fbx export to unity.
>
> It seems like Blender is very
>
> > If Blender is really thinking about an industry/pipeline oriented release
> > then this discussion makes no sense. FBX is shit but we need it.
> >
> > Vicente
>
> https://www.khronos.org/gltf
>
> Under "Industry Support for glTF". It seems like the industry cares
> about glTF as well.
>
On 02/10/2016 03:35 PM, Campbell Barton wrote:
> Unity3D funded the original FBX exporter,
> see: https://www.blender.org/about/credits/
That's good to know, and I can appreciate that.
Have they been contributing to it since then? I think it would be in
their interest to hire someone to work
Hi Bastien,
Thanks for the notes, I know how much you've been suffering *and* contributing
in this area!
Let me share a bit of background info, and provide a translation of Bastien's
rant :)
Bastien is already involved since September 2013 to work on FBX. He did a truly
amazing job in
I agree with Fabio and David - if industry users are so reliant on FBX
support within Blender, then crowdfunding/hiring a developer to work
specifically on FBX support is probably worth investigating. From what
Bastien has said, keeping up with the latest FBX format sounds like a major
pain, and
On 02/10/2016 02:46 PM, Vicente Carro wrote:
> They are talking about the future. Most of the comments are in future
> tense, mentioning "the future" or that they are collaborating with the
> "development". And please don't get me wrong, I completely agree that
> Blender should support at least
The best way to let FBX die is to support other formats!
I hate autodesk more then Ton hates installers and progress bars.
2016-02-10 16:44 GMT+01:00 Ton Roosendaal :
> Hi,
>
> Money is very welcome. Industry users can do two things:
>
> 1) Let their company sign up for the
On 02/10/2016 04:44 PM, Ton Roosendaal wrote:
> A crowd-funder for 1 feature only is very risky. What precisely do we define
> to fund? Who would crowdfund a developer to just fix bugs and maintenance for
> 2 years? I doubt people would pay for that. I wouldn't even know where to
> find such a
With regards to glTF exporting, we have a glTF exporter as part of the Real
Time Engine addon project [1]. The exporter[2] output passes validation[3]
for the glTF 1.0 (not sure if draft or final) specification. It is
currently missing animation support, and could have better support for
materials
Timur Ariman wrote:
>
> After or if possible during integration of the fileformat into Blender,
> adding big game engine developers for implementing the same interchange
> format
> should be a given!
>
Keith Boshoff wrote:
> As much as using a proper,
Guys I'm sorry. I've seen this situation happening over and over to no end
for more than a decade.
How about some self-criticism from Blender instead of blaming Autodesk?
If you guys really had cared about open standards and getting along well
with game engines, you would have done the following:
Blender support for Collada is bad because no one wants to work on it. The
format itself is not at fault.
On Wed, Feb 10, 2016 at 5:14 PM, Juan Linietsky wrote:
> glTF is raw OpenGL state data, it's useless for game engines other than
> basic HTML5 frameworks.
>
> On Wed, Feb
glTF is raw OpenGL state data, it's useless for game engines other than
basic HTML5 frameworks.
On Wed, Feb 10, 2016 at 12:05 PM, Todor Imreorov
wrote:
> It would be great to have gitf support. Some open source game engines use
> it for importing 3d animated assets. It is
> - Known (half-)broken things (like cameras/lights orientation issues),
> over which I do not intend to spend more time, since those are not
> critical features to support imho.
The way I solved this issue was to copy the motion (scale translate
rotation) to a empty object, and parent the non
Have our attempts to improve the Collada module really been such a desaster?
I try to not take the personally. Anyways, i tried to contact you for
testing your
exporter:
https://developer.blender.org/T41071
It seems like you overlooked that.
And just one more note about an import/export
Gaia:
Well, it was never merged. How about merging it and then we fix potential
problems later? I think what is missing in the above link is the time when
we talked on Irc, you approached me to ask if there was any improvement
there could be done to existing Collada exporter, as the plan was to
Suggest we don't pollute this mailing list with discussions about
who's capable of writing the better Collada Importer/Exporter? This
isn't helpful at all.
Cheers,
- Julian -
On 10 February 2016 at 23:21, Thomas Dinges wrote:
> Am 10.02.2016 um 21:41 schrieb Juan Linietsky:
Julian, I'm only proposing a way to solve the following problems:
1) Not having an alternative to FBX
2) Not having a fully working Collada exporter that supports the same as
the FBX. You can test mine any time, try exporting a complex scene from
Blender with skeletal animations, blend shapes,
Am 10.02.2016 um 21:41 schrieb Juan Linietsky:
> -I wrote for you guys a proper Collada exporter in a few lines of Code that
> supported the full spec, you guys refused it to add it to mainline Blender.
"Refused to add it"?
https://developer.blender.org/T41071
Reading that ticket^^ tells a whole
Juan - i havent tried maya's collada exporter yet, but i will tomorrow.
Why, is it broken on purpose? My point was that blender fails miserably at
importing fbx animation even when baked on a deform armature
On 11 Feb 2016 00:19, "Juan Linietsky" wrote:
> Todor, did you try
Maya's default Collada exporter is broken on purpose too. You have to use
the OpenCollada plugin
On Wed, Feb 10, 2016 at 9:27 PM, Todor Imreorov wrote:
> Juan - i havent tried maya's collada exporter yet, but i will tomorrow.
> Why, is it broken on purpose? My point was
So autodesk is quite happy when people think collada is broken so they
should use fbx. Blender devs are kind of helping things stay that way when
working on fbx over collada. Why not rerelease the format with another name
when importers and exporters are fixed? Call it fbx2 and people will think
Hi all,
Recently I wanted to install some packages with pip to use with Blender's
Python. I thought I should be able to do it like this:
PYTHON=blender-2.76b-linux-glibc211-x86_64/2.76/python/bin/python3.4
wget https://bootstrap.pypa.io/get-pip.py
${PYTHON} get-pip.py
On 02/08/2016 03:48 PM, Todor Imreorov wrote:
> Then its very easy to make a bunch of desktop entries for the installer. It
> would however add the task to create an icon for each layout
How about using the Blender icon and a smaller icon released under a
free license on the bottom right? For
These layout presets are just a click away anyways. I would be ok if
blender had numerous icons in the start menu - kind of like an office suit,
but it might be a bit annoying to have many launchers in its build zip.
On 10 Feb 2016 09:40, "Fabio Pesari" wrote:
> On 02/08/2016
Hi Piotr,
no config options available at the moment. Sources are available hereĀ
https://github.com/armadillica/blender-codersĀ in case anyone would like to
propose tweaks or fixes.
Francesco
On 9 February 2016 at 19:13:10, Piotr Arlukowicz (pio...@polskikursblendera.pl)
wrote:
Works like a
Hi!
As much as using a proper, open interchange format would be fantastic, it's
just about useless if no other apps actually use the format.
I'm speaking from a Unity perspective and the chances of them including
other mesh formats in the near future are slim to none (Though I'm still
going to
On 02/10/2016 01:23 PM, Keith Boshoff wrote:
> I'm speaking from a Unity perspective and the chances of them including
> other mesh formats in the near future are slim to none (Though I'm still
> going to nag them about it). I'm pretty sure the same is true for Unreal,
> Crytek, Lumberyard and
This +1
On Wed, Feb 10, 2016, 20:47 Fabio Pesari wrote:
> On 02/10/2016 01:23 PM, Keith Boshoff wrote:
> > I'm speaking from a Unity perspective and the chances of them including
> > other mesh formats in the near future are slim to none (Though I'm still
> > going to nag them
If Blender is really thinking about an industry/pipeline oriented release
then this discussion makes no sense. FBX is shit but we need it.
Vicente
On 10 February 2016 at 12:53, Owen Hogarth II wrote:
> This +1
>
> On Wed, Feb 10, 2016, 20:47 Fabio Pesari
On 02/10/2016 02:00 PM, Vicente Carro wrote:
> If Blender is really thinking about an industry/pipeline oriented release
> then this discussion makes no sense. FBX is shit but we need it.
>
> Vicente
https://www.khronos.org/gltf
Under "Industry Support for glTF". It seems like the industry
Hi Campbell, it is still maintained, and the latest version is in the
github repo linked above.
Godot community often contributes improvements to it, but i don't think
having duplicated code is a good idea.
If Blender includes it officially in the stable release, I'll remove it
from Godot repo and
Sorry, shouldn't have ignored the feedback, but at the time I was told the
code would just be around and only included into blender if someone was
interested about using it.. and instead was asked for feedback into how to
improve the existing blender Collada exporter. As I thought the existing
On Thu, Feb 11, 2016 at 1:56 PM, Juan Linietsky wrote:
> Sorry, shouldn't have ignored the feedback, but at the time I was told the
> code would just be around and only included into blender if someone was
> interested about using it.. and instead was asked for feedback into
Yeah, I had hope for a bit, then been told current broken support for
Collada would be fixed. Finally, it was not fixed.
I've been trying to help Blender support Collada properly for 10 years, did
all the work, proposed it. Still maintain in on my own. It works
fantastically well, it's been
Hi.
If you have a working Collada Importer and/or a corresponding Exporter
for Blender and if you think your solution works better than Blender's
own Collada Module, then please tell us where we can take
a look at your solution.
Please can you make it easy for us to find the code by providing
Can the Collada Fans please move over to the other thread that i just
opened?
I believe the FBX guys will be thankful for that :)
thanks
On 11.02.2016 00:30, Todor Imreorov wrote:
> Until the code clean up can this exporter at least be included as a
> "testing" addon in trunk? That way you will
Collada exporter is here:
https://github.com/godotengine/godot/tree/master/tools/export/blender25/io_scene_dae
The only limitation it has, which I believe could be fixed quite easily but
should not be a blocker, is that to export skeletons, you have to make the
mesh a child of the skeleton.
This
> I no longer use Collada but am very excited about solutions to 1 and 4
> above. They benefit all Blenderheads. For those who *do* use Collada, we
> might as well get it right (the 2 & 3 part).
>
>
Game engines such as Unity or Unreal would happily support Collada if
Blender exports it properly.
All due respect guys, can this go to a thread somewhere? I have some four or so
pages of emails about FBX/collada currently, it's drowning everything else in
my email out.
Not meaning to single anyone out, I just want to jump in and kindly request
that this be taken somewhere more suitable
Todor, did you try importing in Godot the same armature exported from Maya
using OpenCollada plugin?
On Wed, Feb 10, 2016 at 8:58 PM, Todor Imreorov wrote:
> Fbx is broken. Exporting baked animation armature from maya works in unity.
> Importing to blender it is a mess. I
I am neutral here, and I just want to say, that if we are having disputes
over how to move forward, someone on each side should write out a document,
and point at code etc, and make this less a argument, and more of a
checklist.
>From what I gather, collada and fbx are both valid to
Juan Linietsky wrote:
> Julian, I'm only proposing a way to solve the following problems:
>
> 1) Not having an alternative to FBX
> 2) Not having a fully working Collada exporter that supports the same as
> the FBX. You can test mine any time, try exporting a complex scene
Lets make a table comparison of what works in the two exporters and what
doesnt. If the one with more green checks is being abandoned over bike
shedding arguments and lack of interest, then at least the user can still
get it from godot developers. Alot who dont know about it will ofcourse use
Jim,
With all due respect, feel free to add a filter to your inbox to avoid
this mailing list from filling it.
On Wed, Feb 10, 2016 at 9:12 PM, Jim Cantley
wrote:
> All due respect guys, can this go to a thread somewhere? I have some four
> or so pages of emails
Until the code clean up can this exporter at least be included as a
"testing" addon in trunk? That way you will make it easier for more people
to try it out and report bugs. It will also save time of the many who
already use it for godot. If the old one has code that no one wants to
touch with a
Fbx is broken. Exporting baked animation armature from maya works in unity.
Importing to blender it is a mess. I can share a few fbx files if you are
interested
On 10 Feb 2016 23:53, "Jacob Merrill" wrote:
> I am neutral here, and I just want to say, that if we are
> -I wrote for you guys a proper Collada exporter in a few lines of Code that
> supported the full spec, you guys refused it to add it to mainline Blender.
> -I insisted, the answer was "Yeah we can put it at some development repo
> and if anyone cares about it we move it to mainline". Of course,
On Thu, Feb 11, 2016 at 11:04 AM, Juan Linietsky wrote:
> Collada exporter is here:
>
> https://github.com/godotengine/godot/tree/master/tools/export/blender25/io_scene_dae
Reading over this code I've found some bugs... one I mentioned in
review already,
others are potential
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