Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-08 Thread Juan Linietsky via Bf-committers
t 7:31 AM Sybren A. Stüvel via Bf-committers < bf-committers@blender.org> wrote: > Hi Juan, > > On Thu, 4 Mar 2021 at 19:05, Juan Linietsky via Bf-committers < > bf-committers@blender.org> wrote: > > >The main topic is the ability for Blender to have a "Metadata

[Bf-committers] Link to proposal text on export metadata plugins for Blender

2021-03-07 Thread Juan Linietsky via Bf-committers
As I can't find a proper place to put this on Blender, I uploaded this proposal to our proposals repo. Feel free to copy it over to wherever necessary. This proposal describes an extremely minimal change that can be done to Blender to hugely improve game engine export support. This means you only

Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Juan Linietsky via Bf-committers
We can probably pull request this functionality into Blender ourselves, or at least generate a detailed proposal but for this I would like to see if Blender contributors can agree that this is something wanted and how it would be wanted. Best Juan On Thu, Mar 4, 2021 at 8:43 PM Juan Linietsky

Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Juan Linietsky via Bf-committers
ers need it's possible to add. > > Anyway I think those were my points and I go silent here now to not spam > with clueless questions :) > > -Toni > > > > On Thu, Mar 4, 2021 at 11:24 PM Juan Linietsky wrote: > >> So how is this not custom properties? >&

Re: [Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Juan Linietsky via Bf-committers
t; So how is this not custom properties? > > https://docs.blender.org/manual/en/latest/files/data_blocks.html#custom-properties > > On Thu, Mar 4, 2021 at 8:05 PM Juan Linietsky via Bf-committers < > bf-committers@blender.org> wrote: > > > Hi Everyone! > > > >

[Bf-committers] Proposal: Export extensions for better integration with game engines.

2021-03-04 Thread Juan Linietsky via Bf-committers
Hi Everyone! Most exporters are working fantastic nowadays in Blender, so on the Godot Engine side, we are trying to figure how better to improve our experience to users when going back and forth between Blender and Godot. So, this proposal consists on a very (pre-discussed) list of topics

Re: [Bf-committers] Proposing a unique ID for Blender objects system, for use with game engines.

2020-11-13 Thread Juan Linietsky via Bf-committers
t; > importer > > > > https://www.programiz.com/python-programming/methods/built-in/id - where > > id is the main id of the object > > > > -Robert Fornof (amdbcg) > > > > On 11/12/2020 9:24 AM, Juan Linietsky via Bf-committers wrote: > > &

[Bf-committers] Proposing a unique ID for Blender objects system, for use with game engines.

2020-11-12 Thread Juan Linietsky via Bf-committers
Hi guys, lead Godot dev here. I wanted to discuss with you a problem we are often having that I am not certain how it can be solved entirely from our side, I add a proposal for this, but if you guys have a better recommendation, I'm very open to any ideas. Basically, Godot will import scenes (GLT

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-12 Thread Juan Linietsky
On Thu, Feb 11, 2016 at 11:29 AM, William Culver wrote: > > I know the format sucks and we have to reverse it to the point it could > break tomorrow anyway. I think you greatly underestimate its necessity.. I > can point straight to more than 5 teenagers I know that downloaded blender > to make

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-11 Thread Juan Linietsky
> to support that. > > Laters, > > -Ton- > > > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation - Producer Blender Institute > Entrepotdok 57A - 1018AD Amsterdam - The Netherland

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Juan Linietsky
sting exporter was going to be fixed I lost interest in pushing mine. On Wed, Feb 10, 2016 at 11:26 PM, Campbell Barton wrote: > On Thu, Feb 11, 2016 at 11:04 AM, Juan Linietsky > wrote: > > Collada exporter is here: > > > > > https://github.com/godotengine/godot/tr

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
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

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
at 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 importing in Godot the same armature exported from > Maya > > using OpenCollada plugin? > >

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
han the one with blender. > > > > On 10 Feb 2016 22:37, "Julian Eisel" wrote: > > > > > > > >> Suggest we don't pollute this mailing list with discussions about > > > >> who's capable of writing the better Coll

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Juan Linietsky
ow about it will ofcourse use > blender's lacking implementation and continue to hold the belief that > blender or the format is broken > On 10 Feb 2016 23:53, "Mike Erwin" wrote: > > > Juan Linietsky wrote: > > > > > Julian, I'm only pro

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Juan Linietsky
> 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.

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Juan Linietsky
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

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
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 tested

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
porter? 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: > >> -I wrote for you guys a proper Collada exporter in a few lines of Code > that > >

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
t module: > The challenge is not the exporter but the Importer. > And i am almost sure this is true for FBX and for Collada equally. > > cheers, > Gaia > > On 10.02.2016 21:41, Juan Linietsky wrote: > > Guys I'm sorry. I've seen this situation happening ov

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
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:

Re: [Bf-committers] Built-in support for free formats (OpenGEX and glTF)

2016-02-10 Thread Juan Linietsky
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

Re: [Bf-committers] Built-in support for free formats (OpenGEX and glTF)

2016-02-10 Thread Juan Linietsky
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 said to perfprm better

Re: [Bf-committers] What are the plans regarding PBR?

2016-01-27 Thread Juan Linietsky
Godot scene system is very similar to Blender, so in theory we want to be able to move an entire scene without changes from Blender to Godot On Wed, Jan 27, 2016 at 11:55 PM, Juan Linietsky wrote: > Oh cool, my main question is that over here in the Godot side we want to > start implem

Re: [Bf-committers] What are the plans regarding PBR?

2016-01-27 Thread Juan Linietsky
der.org blog to read up on the design proposals and > >> planning. > >> > >> -Ton- > >> > >> > >> Ton Roosendaal - t...@blender.org - www.blender.org > >> Chairman Blender Foundation - Producer Blend

[Bf-committers] What are the plans regarding PBR?

2016-01-27 Thread Juan Linietsky
The whole industry is moving to physically based rendering, and suddendly tools like Substance Painter, Marmoset, Unreal Engine 4, etc. boomed Having worked with it, it is safe to say that the current diffuse/specular model is obsolete. So my question is, are there any plans for Blender to move

Re: [Bf-committers] GSOC 2015 Project Idea - OpenGEX Importer

2015-04-28 Thread Juan Linietsky
Well, someone made an exporter and is keeping it up to date.. Which is not so much the case with Collada.. On Feb 13, 2015 9:18 PM, "Josh Stratton" wrote: > I'm curious how many people are using this OpenGEX standard. I see a > website and a wikipedia page, but don't see who's using it. I don't

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
> > Juan, i don't expect a silver bullet and i don't even believe in this. But > 3 days ago you claimed "This plugin is very battle-tested, and files > written by it can be read by most DCCs and engine", now you say "You can't > write an exporter thinking that you will please every importer out the

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
Sergey: You seem to be somehow expecting a magic bullet. You can't write an exporter thinking that you will please every importer out there, specially for a format as ambiguous as Collada. The best you can do is to export a correct file and then work with those who have importers to make sure

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
bx to export data from blender > to unity before claiming this is the best exporter. > > On Sun, Oct 12, 2014 at 8:49 PM, Juan Linietsky wrote: > > > Ton. > > > >If it makes you feel happier, I can manage to get screenshots of data > > exported with the pl

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
Ton. If it makes you feel happier, I can manage to get screenshots of data exported with the plugin (with as many features as possible) being imported in different applications by mid next week. Juan On Sun, Oct 12, 2014 at 3:13 PM, Juan Linietsky wrote: > Ton, > > It does

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
e > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > > On 12 Oct, 2014, at 19:27, Juan Linietsky wrote: > > > Ton, > > > > I really don't understand this reasoning at all. > > > > Collada is completely useless as an exchange

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
else uses it, and > where can see examples of this working? > > Would help a lot, > > -Ton- > > > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation - Producer Blender Institute

Re: [Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-12 Thread Juan Linietsky
el Salazar - patazstudio.com < zan...@gmail.com> wrote: > Sounds fantastic, why don't you put it in https://developer.blender.org/ > > Thank you for sharing! > Daniel Salazar > patazstudio.com > > > On Fri, Oct 10, 2014 at 6:12 AM, Juan Linietsky wrote: > > Godot

[Bf-committers] Annoucement: Better Collada Exporter for Blender!

2014-10-10 Thread Juan Linietsky
Godot site is still under construction, but I've decided to publish my Collada exporter by myself, given the lack of will to include it in Blender. This plugin is very battle-tested, and files written by it can be read by most DCCs and engines. It's the most efficient, complete, mature, and featur

Re: [Bf-committers] OpenGEX in Blender

2014-10-08 Thread Juan Linietsky
--- > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation - Producer Blender Institute > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > > On 8 Oct, 2014, at 13:47, Juan Linietsky

[Bf-committers] OpenGEX in Blender

2014-10-08 Thread Juan Linietsky
Hi Guys! Saw Ton's twit about OpenGEX: https://twitter.com/tonroosendaal/status/519432465396809729 I'm also interested in this format in Blender and would gladly make an exporter. In fact I approached the author about rewriting my Collada Exporter (which, despite functioning perfectly, I don't t

Re: [Bf-committers] Godot Game Engine Annoucement!

2014-02-12 Thread Juan Linietsky
;t very good, and in general it had miscellaneous bugs all over the place. On Mon, Feb 10, 2014 at 12:34 PM, Gaia wrote: > Hi, Juan; > > What is missing in the blender Collada exporter ? > What does not work for you ? > And has it been reported somewhere ? > > cheers, >

[Bf-committers] Godot Game Engine Annoucement!

2014-02-10 Thread Juan Linietsky
e our own Collada python export plugin for Blender (in the tools/export directory of Github), but we don't keep it up to date with new versions so it may not currently work. Also I'm not sure if it's done the right way, so help with that would be very appreciated. Che

Re: [Bf-committers] About COLLADA im/export functionality situation

2012-02-17 Thread Juan Linietsky
I'm sorry I couldn't commit my python export plugin yet, I'm on a trip and then I'll be attending GDC. After that I hope i'll have a little more time for this. Juan On Tue, Feb 7, 2012 at 4:36 PM, Ton Roosendaal wrote: > Hi, > > We're going in a circle now again, back to where it all started!

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

2012-01-15 Thread Juan Linietsky
The problem with importing/exporting of Collada and skeletons is not really that it doesn't match the internal representation. Animating 3D objects in a 3D Animation package is always done through euler angles, local or global, and that is easy to export seamlessly in Collada. But skeleton based mo

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

2012-01-11 Thread Juan Linietsky
r and then try to port collada.h/collada.cpp, later use the data (using scene_format_collada.* as reference) to import it to blender. If any help is needed, drop me a mail. Cheers! Juan Linietsky http://dl.dropbox.com/u/53086520/colladaimport.zip On Wed, Jan 11, 2012 at 7:06 AM, Ton Roosend

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

2012-01-10 Thread Juan Linietsky
10, 2012 at 6:53 PM, Daniel Salazar - 3Developer.com < zan...@gmail.com> wrote: > That sounds *very* exciting and *very* appropriate for our needs :) OC ads > too much weight to Blender's big ass > > Daniel Salazar > 3Developer.com > > > On Tue, Jan 10, 201

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

2012-01-10 Thread Juan Linietsky
problem of collada import support. However as I said in previous mails, I really lack the time to get familiar with Blender internals and do this myself. Cheers Juan Linietsky On Tue, Jan 10, 2012 at 11:30 AM, Erwin Coumans wrote: > Until Blender has good fbx import or an alternative collada im

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

2012-01-09 Thread Juan Linietsky
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

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

2012-01-08 Thread Juan Linietsky
hen I'll gladly do that. I am also fine doing bug fixes if there are issues reported to me or even adding small features upon request. I just can't work a large amount of time myself on this. Cheers Juan On Mon, Jan 9, 2012 at 1:39 AM, Campbell Barton wrote: > On Mon, Jan 9, 201

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

2012-01-08 Thread Juan Linietsky
d it exports about the same information). If you guys want to take it over and integrate it into Blender, go ahead, else i'll keep mantaining it for my own purposes and according to the needs of my clients. I appreciate enormously the work the community has put into Blender

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

2012-01-08 Thread Juan Linietsky
> > > > so +1000 for a python, dependency less from scratch... one feature at the > time with clear, simple and well commented code ! I'm sure many people will > be able to help in the community. But until we have a I/O addon working for > basic features as a complete scene (no animation, no bones,

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

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

2012-01-07 Thread Juan Linietsky
ng, 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 ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

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

2012-01-07 Thread Juan Linietsky
th the specification - for example in > > "" you have a child"" ... in the specification have > > clarified that the "" may be only child of"". > > > > On Sat, Jan 7, 2012 at 16:49, Juan Linietsky wrote: > >> Ah, I trie

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

2012-01-07 Thread Juan Linietsky
t compatible with the specification - for example in > "" you have a child "" ... in the specification have > clarified that the "" may be only child of "". > > On Sat, Jan 7, 2012 at 16:49, Juan Linietsky wrote: > > Ah, I tried to

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

2012-01-07 Thread Juan Linietsky
ble to store the baked data in the .blend file. > > > > Thanks, > > Erwin > > > > > > > > On 7 January 2012 09:10, Juan Linietsky wrote: > > > > > Erwin, > > >That looks awesome and really useful, however the main advantage of >

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

2012-01-07 Thread Juan Linietsky
(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 ___ Bf-committers ma

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 wrote: > Ah, I tried to attach it to the e-mail, guess the mailing list does not > accept attachments? > > Here

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 wrote: > In my case I do not need morphs. I

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

2012-01-07 Thread Juan Linietsky
e 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,

Re: [Bf-committers] Blender and Collada support. Does it matter?

2011-08-18 Thread Juan Linietsky
Toni Wrote: > > works, but more complex stuff such as baking IK or constraints is not > > supported and has never been. So It's impossible to use Blender for very > > simple tasks such as animating a character, blend shapes, or export an > > object that follows a curve, thus alienating a large am

[Bf-committers] Blender and Collada support. Does it matter?

2011-08-18 Thread Juan Linietsky
and OpenCollada already has paid developers. So why not extending support to Blender? cheers Juan Linietsky ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Introduction and Request

2010-09-22 Thread Juan Linietsky
, and being that Collada export is so close to completion, the idea is providing testing and feedback for it.. cheers On Wed, Sep 22, 2010 at 11:48 AM, Campbell Barton wrote: > On Wed, Sep 22, 2010 at 12:15 AM, Juan Linietsky > wrote: > > Hi! My name is Juan Linietsky and I work

[Bf-committers] Introduction and Request

2010-09-21 Thread Juan Linietsky
Hi! My name is Juan Linietsky and I work as consultant for many game development studios. Usually, I provide tools, technology and support to them as part of my job. I noticed that more and more artists in studios are pushing for Blender as an alternative to commercial tools such as 3DS max, both