- User Since
- May 6 2009, 11:18 PM (458 w, 4 d)
Fri, Feb 16
if you refer to this file:
The demo files have been removed, so i can not check if this issue has been resolved or not. Please can you resubmit the missing files, so that i can test again?
This issue is fixed in master. You may want to double check that the problem is fully solved.
use invert_m4m4() savees one function call
simplified rotation function interface
Fri, Feb 2
After talking with @Bastien Montagne (mont29) it turns out that custom normals do not yet support topology changes in the mesh. The workaround is:
In the attached blendfile the mesh has no modifiers at all, yet as soon as you triangulate the mesh in Blender:
Thu, Feb 1
note to self:
It looks like the export can be done in a straight forward way, see rna_Mesh_calc_tangents().
The FBX exporter does it similar to this:
Thanks for reporting. At the end i found the problem was in the way how the importer handles errors. Your files should now import with warnings about missing images.
Wed, Jan 31
I opened T53966 to collect ideas for how to support group instances in a good way.
According to Collada the Node library is used for organizing scenes with many objects into manageable subgroups (see citations at bottom of page). If i understand correct, then your request introduces one library Node per instance_geometry. This adds one level of hierarchy to the exported data:
The Collada specification allows for diffuse color either a texture or a solid color:
- here are my opinions for why keeping OpenCollada in Blender is a good thing:
First of all: Yes, i am getting active with Collada mostly when it comes to Second Life support. But that is so, because i know most about the parts of Blender and Collada which are needed for this.
Fri, Jan 26
thanks to dfelinto for helping me with this one :)
cleaned up unnecessary ViewLayer variable
Jan 1 2018
Right after importing the fbx the active UV Layer seems to be not defined for the imported Mesh Object. The active UV Layer is automatically enabled as soon as i open the data properties of the mesh object. From this moment on the Collada exporter works without crashing.
Dec 8 2017
The comment in the program code says, that the export could be optimized. This is not the same as saying it is broken :)
Anyways, please can you provide example blend files which demonstrate that the collada exporter breaks data?
Nov 6 2017
It sounds odd to do a mirror on self when x location is 0.
Would it be convenient to add a simple check like:
Nov 5 2017
Nov 3 2017
Please can you create a blend file that will crash blender when you try to export it to dae ?
Then prepare the blend file such that all i need to do is calling:
Oct 30 2017
Sep 21 2017
the problem was that as soon as animations are exported the Exporter enforced the decomposition of Object matrices into Location and x/y/z rotation. It looks like this decomposition is obsolete, so i removed it. Now the export/import of the scene seems to work as expected.
Sep 19 2017
Thanks for the report but it would be helpful if you add a blend-file to the report that demonstrates the issue at hand.
I could not reproduce this behavior when i export a simple scene with camera and 2 objects.
Sep 14 2017
The exporters actually don't get prepared stuff from Blender, but cherry pick their information as necessary :) So if you see the same issue with FBX and Collada then this is most probably just a coincidence.
Sep 3 2017
Aug 20 2017
Aug 8 2017
Actually it only works for the first empty line.
Back to inspection :(
Found a better fix
Aug 7 2017
This little patch handles empty lines (and lines with only spaces and tabs) in the python console pretty much in the same way as the blender text editor does it as well. Also this patch allows to cut/paste valid python code pieces without getting indentation errors. The downside for this is that unindenting must be done manually.
Aug 1 2017
Now that looks much better :)
Jul 17 2017
Thanks for reporting and helping to solve this issue by providing the extra demo files!
I believe that i have fixed the animation curve export issue. Please can you check that all is ok now and report back when it still fails?
If possible can you try to find a super simple example that demonstrates the failure in 2.78.5 but works in the 2.78 release? Then provide the blend and 2 collada files, one that works (exported from 2.78) and one that is broken (exported from 2.78.5). Then it is much easier to inspect the model and see what has gone wrong.
Jun 25 2017
Thanks you for the report and the patch.
However i believe this issue has been fixed already a while back.
I just checked that specularity is treated correctly now.
This issue is a bit odd. The root object is an Empty with scale and rotation.
The armature and its children are parented to that root empty.
This has been implemented with commit 51d4743033a39a90e60cdad3dd30ffa834d999de
This has been fixed with commit 89060babbcd6099e0d53cf0164661d11a79369bd
Please can you check if it works for you now?
The Collada exporter now exports mesh geometries as <triangles> when the geometry only contains tris (or is triangulated during export).
@Johannes Horvath (John) Peterson: Thanks for reporting this issue. Please can you check if the fix works for you now?
This issue has been resolved with the commits:
Jun 24 2017
This issue has been resolved with the commits:
Jun 15 2017
i must apologize for being so slow. I have fallen ill but i will resume as soon as i can.
May 29 2017
Right now all meshes are exported as polygons, even when triangulated. This is not a bug (as far as i can say) but i think it is more elegant to export triangulated meshes as <triangles>. So i will look at this as well :)