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FBX and Collada

Posted: Mon Dec 26, 2005 6:55 pm
by rcas
Just read this here.

Seems like the FBX SDK will bring Collada support soon.
This opens up alot of possibilities, meaning that if I do an import / export script that uses the SDK API I will be able to import / export both FBX and Collada files.

This just seems wonderfull to me.

I was going to continue the current script work for next version, since the coder that started it don't really have much time now, but since this came to my attention maybe I can do something even better.

I would like some opinions from the experts.


-- Rui --

NOTE: On the GPL issue, there is no Problem, I will build a wrapper in LGPL that makes the interface between the SDK and the Python API, meaning we could bundle the SDK with Blender, since it is free, but that is another issue.

Posted: Mon Dec 26, 2005 7:02 pm
by rcas
By the way, looks like Wings 3D already uses it.

Posted: Mon Dec 26, 2005 8:15 pm
by LetterRip
RCAS an LGPL wrapper wouldn't work - but you could do library loading similar to how tiff or quicktime are done.

LetterRip

Posted: Mon Dec 26, 2005 8:43 pm
by LetterRip
hmmm maybe i'm misunderstanding what you are planning - I thought at first you meant a lgpl wrappen and then direct access via internal methods - but on rereading perhaps you mean a wrapper and then access via python. I think that would qualify as 'mere aggregation' and thus we could distribute them together. (Of course convincing Ton might be a bit more of a challenge - also not sure what the FBX lib license is on how it can be distributed)

LetterRip

Posted: Mon Dec 26, 2005 8:49 pm
by rcas
LetterRip wrote:hmmm maybe i'm misunderstanding what you are planning - I thought at first you meant a lgpl wrappen and then direct access via internal methods - but on rereading perhaps you mean a wrapper and then access via python. I think that would qualify as 'mere aggregation' and thus we could distribute them together. (Of course convincing Ton might be a bit more of a challenge - also not sure what the FBX lib license is on how it can be distributed)

LetterRip
It was that approach yes.

And Wings 3D is GPL and uses it, so I will ask them how they did it, won't take much time with it.

Will make a nice Document on it if needed to send to Ton, but that is later on, for now there isn't much problem.


-- Rui --

Posted: Mon Dec 26, 2005 9:32 pm
by LetterRip
RCAS

wings3d owns all the code they use, ie no external GPL dependencies so they are free to make any linking exception they want to.

We don't have that ability since we make use of large amounts of code not owned by the Blender Foundation,

LetterRip

Posted: Mon Dec 26, 2005 11:24 pm
by rcas
LetterRip wrote:RCAS

wings3d owns all the code they use, ie no external GPL dependencies so they are free to make any linking exception they want to.

We don't have that ability since we make use of large amounts of code not owned by the Blender Foundation,

LetterRip
Ok, I thought it was GPLed.

But in any case, there won't be a problem, in the worst case I must do a library that accesses the FBX SDK and use python to export it from Blender.
Anyway, I wanted some opinions on this. You know Blender and Py API better then me.

I will need some help later on, but I'm sure everyone will assist me when I ask for help :) .
First I will check Collada and VRML Export / Import scripts and try to do the architecture for the plugin previously, so I can avoid recodes afterwards.


-- Rui --

Posted: Tue Dec 27, 2005 5:24 pm
by kakapo
i think this really would be very useful!

in my opinion the biggest task will be doing the python binding for the fbx sdk (but maybe only a subset of the functionality is needed?). on the blender python side it shouldn't be that difficult.

do you plan to use swig or something like that?

Posted: Tue Dec 27, 2005 6:53 pm
by rcas
kakapo wrote:i think this really would be very useful!

in my opinion the biggest task will be doing the python binding for the fbx sdk (but maybe only a subset of the functionality is needed?). on the blender python side it shouldn't be that difficult.

do you plan to use swig or something like that?
Could you explain better what is "swig" ?

Posted: Tue Dec 27, 2005 6:55 pm
by rcas
If you mean the wrapper, I don't know yet, never used it before.

Posted: Tue Dec 27, 2005 7:14 pm
by kakapo
yes, i meant the wrapper generator.

Posted: Tue Dec 27, 2005 8:10 pm
by rcas
kakapo wrote:yes, i meant the wrapper generator.
Have you used it ?

Posted: Tue Dec 27, 2005 8:36 pm
by kakapo
yes, but only for wrapping simple things. for bigger projects you probably have to be a better programmer than i am. :) with a better understanding of c/c++ and so on...

i guess it would make sense to use a wrapper generator like swig. it will be less work than doing it manually for sure. other possibilities would be pyrex (only works for wrapping c though) or boost::python (i never tried that).

Posted: Wed Dec 28, 2005 3:26 am
by rcas
kakapo wrote:yes, but only for wrapping simple things. for bigger projects you probably have to be a better programmer than i am. :) with a better understanding of c/c++ and so on...

i guess it would make sense to use a wrapper generator like swig. it will be less work than doing it manually for sure. other possibilities would be pyrex (only works for wrapping c though) or boost::python (i never tried that).
Thanks for the tips.

Will try swig then, if I have any doubts will post them here.

-- Rui --

Posted: Wed Jan 04, 2006 12:09 pm
by henti
Fbx support would be great, im working in the game development, with blender, and 3dsmax, but i hate max's bone system, it would be great to skin in blender, and export it to motion builder.