- User Since
- Mar 12 2011, 4:41 PM (432 w, 2 d)
Feb 14 2016
Feb 13 2016
As long as we do not have such a system i propose that we just keep with what we have and do a bit of effort to get the most apparent issues solved. Blindly replacing what we have with something new and then fixing afterwards whatever shows up as bug or missing feature is imho not a feasible option.
Agree, and for this reason I think its not sensible to make replacing existing collada export an initial target for including this add-on.
Well guys, let's do the following. Feel free to keep evaluating my importer, but after thinking this well I realized it's too early to submit it to you for adoption.
Even though I believe I have ample experience with this format, It's difficult for me to substance my claims so it only results in meaningless arguments.
Feb 12 2016
We can call it how we like "Collada (realtime)" or "Collada (game-engines)" ...
Fix obvious bugs and include it as an option.
I don't see this as being especially conservative, on the other hand if you propose this replaces the existing exporter.
Then it makes sense to take care that this doesnt break existing use cases (SecondLife for eg).
Oh and on addition to that, does Blender exporter support proper triangulation of meshes so TBN is correct and shown like in Blender viweport?
I also added a lot of internal state checking to my exporter to warn users when something will not be exported as they expect.. in order for them to fix it instead of silently failing. Examples of this are more than one armature assigned, unassigned weights, empty animations, etc (check all the calls to report in the code).
Again to avoid misunderstandings, we can work together on fixing and changing whatever is needed, but I will only spend my time on this if:
Campbell, with all due respect, I think your way of thinking is too conservative and missing the point. All this situation is happening because Ton complained publicly that game engines all depend from Autodesk and closed formats (FBX). We already know all other engines use FBX and have limited (or if any) support for Collada.
Feb 11 2016
@Gaia I never really made any effort optimizing individual indices for each type of components, as this feature of Collada is not portable between DCCs (which use different approaches to smoothing), and also unsupported on 3D hardware (thus, useless for game engines).
Jun 3 2015
Oct 13 2014
About the name of the plugin, what about naming it "Collada4Games"? to make it very clear that the plugin intends to write files readable by game engines, not other DCCs.
Cambell, I will submit a new version soon (as this one is really outdated). I have some questions.
Oct 8 2014
Guys, do you really care about this or not?
I'm still developing the plugin and I'm almost done with support for morphs.
Aug 30 2014
Aug 26 2014
Jul 15 2014
Sorry for asking, but where do I find access to the addons project VCS? I can't find much information in https://developer.blender.org
I'm fine with this. If it's in contrib I can imagine i can tell users to go use that one and report issues again that one, right?
@Campbell Barton (campbellbarton): I wrote the plugin.