Collada Import & Export
Thu, Jun 15
i must apologize for being so slow. I have fallen ill but i will resume as soon as i can.
I spent two hours to find out that this was my problem when importing blendshapes in Unity. I'm glad to see somebody already tracked out the problem and made a complete explanation of the problem :)
Fri, Jun 9
Well more than a week without reply. Closing due to the policy of the bug tracker.
Tue, May 30
Mon, May 29
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 :)
@Gaia Clary (gaiaclary), is that considered a bug from our side? We already have Triangulate option, not sure it's supposed to give <polylist> or <triangles> tho.. Your call here!
Sun, May 28
May 25 2017
This sounds like a reasonable request.
May 23 2017
May 15 2017
@Gaia Clary (gaiaclary) can you take a look at that?
May 12 2017
May 1 2017
I decided to try to fix Collada issues myself, but didn't want to recompile C++ code. So, I made a Python based Collada exporter that fixes the issues with UV textures assigning (this one and https://developer.blender.org/T51259). My script uses pycollada module (https://github.com/pycollada/pycollada). I will publish my script after polishing it into an addon.
Apr 22 2017
Apr 20 2017
@Gaia Clary (gaiaclary), mind having a look? Thanks!
Apr 17 2017
Actually that was reverted
Committed fix in rB04b0a9f4b885e8e3b0b3207f3b3cda74b936df3e
Apr 16 2017
Apr 14 2017
Apr 11 2017
Could you please check if this problem also happens with the daily builds? I have fixed an Importer Bug some days ago. I suspect that my recent fix also fixes this issue here.
Apr 7 2017
A more detailed inspection shows that OpenCollada behaves differently in Debug builds and in Release builds:
I can confirm that blender crashes. The reason for the crash is that the Collada importer does a program abort because of a wrong data structure:
Apr 5 2017
Mar 31 2017
Any new @Gaia Clary (gaiaclary) ?
Mar 23 2017
Mar 21 2017
Mar 18 2017
Mar 14 2017
Thank you. That's clearly a better change than I proposed.
Thanks again for reporting!
I added some lines to your patch for better support for bone id and bone sid.
It is now committed
Mar 9 2017
By the way, the bit of code that was commented out apparently made its appearance in that form here:
Apply patch 4636051. COLLADA: Export selection.
Mar 8 2017
In Blender, we won't ever see these ids in the UI. The bones have a name property that retains the name "bone" even after export and re-import.
Wouldn't this patch actually rename bones during export? While this might be a working solution, i prefer to first check if we can get this solved differently without need to rename the bones.