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
necess
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 that
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 maintain
On 25/04/2014, at 10:37 PM, Ton Roosendaal 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 picture & ani
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 wrote:
> Hi,
>
> We already try to get Collada to work with Blender since
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 s
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 quite
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 of
@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
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
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: bf-bl
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 arma
The license for the FBX library is incompatible with the GPL, so not
it is not included. The FBX importer and exporter are based on
reverse engineering the format. The format is not documented.
LetterRip
On Thu, Apr 24, 2014 at 2:31 PM, Stefano Corazza wrote:
> I hear there are improvements co
I hear there are improvements coming up... but many users are sending a
lot of complaints about FBX import in Blender.
A few questions:
1 - Did we include in Blender the FBX SDK or otherwise how are these FBX
created?
2 - Right now there is no support for rigged/animated characters in the
FBX
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