Mon, Dec 17
I am wondering if someone else also do a basic test with this to see, it crashes their Blender as wel. I cant find why this crashes Blender.
Fri, Dec 14
There are many reasons for getting parsing errors with Collada. But really, this report system is for reporting errors related to Blender and not so much about importing issues into target engines. Unless a target engine complains about wrong Collada format, then we are back at work here. But then we also need to know what the complaints are exactly. And a demo blend file of course, as always :)
Uh Gaia, I have another object with a dae parsing issue that has a normal scale ( the transform scale all 1.1.1? Is this what you mean?) Do you know what issues are likely to be causing this? It's hard to find recources on making models for Secondlifeand opensim :/
Thu, Dec 13
More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.
@Ivaylo Gogov (ivaydesign) glTF version 2.0 does not ship with raw shaders, as they are not very portable between different platforms (WebGL, OpenGL, Vulkan, Direct3D, Metal...). Often a shader is very deeply paired with the inner workings of the particular rendering engine it's used by, and can't meaningfully move between engines even on the same platform. glTF 1.0 had WebGL shaders and was tied specifically to the WebGL platform for this reason, but in glTF 2.0 the shaders have gone away, replaced by PBR (Physically Based Rendering) and a set of well-defined texture maps that enable a wide range of physically plausible materials. Thus, glTF 2.0 enjoys platform-independence and engine-independence.
Do you know is there is a change of exporting shaders information in form of .GLSL/fragment, vertex shaders./ from Blender?
Wed, Dec 12
Tue, Dec 11
Sat, Dec 8
Import/Down/In, Export/Up/Out - of course it is designed like that! I was so focused on making sketches and so fixed with the in/down - out/up concept, that I didn't notice the fact that icons are flipped. Sorry for confusion.
If you swapped the 1st vertical arrows to Down on the Left and Up on the Right, then I think it's more understandable.
Fri, Dec 7
I fiddled a bit with your proposal...If none of those left-right arrows work for you, then i'd go with your favorite (top/down arrows)
Well - third one seems to be ok, but after a while I find it tad too busy. The first one still is the best one, with vertical symmetry, similar silhouette and clearly underlined in/out depiction. If You don't like it, the second best is fourth then (by my mind, of course).
I think the third one is perfect :)
Thumbs up from me for the third one as well:)
All these look great, I particularly like the first and third set
The straight up and down arrows may look like download/upload or save icons though, so I think the third set with "Bent Arrows" would be the way to go.
We only use High for urgent issues.
I'm changing the status on this from "Incomplete" because I've supplied the FBX files needed to test this and resolve it. I've changed the Priority to "High" because this issue severely impacts interoperability with other 3D applications. With Blender having adopted LMB as a standard, it's clear that 2.8 is designed to appeal to new Blender users. Those coming from other applications will need a working FBX importer in order to migrate assets and take advantage of Blender's powerful toolset.
Some more doodles:
Thu, Dec 6
Here is what the animation should look like.
Sure thing. Check these out. The FBX should load into Blender like it does into Maya, UE4, etc. However it does not, as you can see in the attached screen shot.
@Ivaylo Gogov (ivaydesign) In the past few days there have been major improvements to the export settings, but unfortunately a serious bug has crept in with the "Save Settings" feature. I believe this will be fixed in the next few days.
Wed, Dec 5
Tue, Dec 4
Thank you for your input! Actually I found a solution that seems to be working! Somebody happened to tell me that it's a bug and I should report it :P I probably should have tried a bit harder to research first!
Mon, Dec 3
This particular "DAE parsing issue" is caused by negative object scaling which the importers to SL and OpenSim seem to reject (see error logs in the Viewer). However negative Scales are actually not forbidden by the Collada specifications, so this is not an error in the Collada Exporter, but an error in the Model.
@Gaia Clary (gaiaclary) Guess that one is for you :)
Well, memory display is not always accurate at instant time, and you also have to take into account fragmentation (such big OBJ is likely to try to assign huge arrays, ie. require huge amounts of contiguous memory).
Importing that FBX we get several NAN coordinates in UVmaps… think real issue here (besides the fact that the orig FBX files has such values…) is that our validate() mesh method does not check on NAN values, will investigate…
Sun, Dec 2
I still prefer simplicity of current design, though.
Fri, Nov 30
I also stumbled over this particular topic a few days ago.
I really don't see what the issue is here, current icons are perfectly fine and totally irrelevant.
Direction is completely arbitrary, I don't think there is any convention for this, either way would be fine as long as a logic is kept.
@Lin Fo - nope. Now "in" comes from left to right, while "out" goes from right to left.
Anyway, will try to make different design.
So logically, on the theory of reading left to right, you have in left and out left when it should be in left, out right.
Well - that was intentional. The design assumes that we are staying in a specific space - inside a given file / workspace. Importing then is bringing sth in (from out of blender-specific space), while exporting is dispatching it out (to a foreign environment).
Design is very synthetic and uses the assumption that the user reads from left to right, which is not obvious. A possible improvement would be to add an anchor point that specifies "from" and "to".
Thu, Nov 29
I imagine this is intentional, so that export goes the opposite direction of import. To me it still looks like it points "out".
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