[WF-Protocols] A few remarks from the Blender frontier
Ton Roosendaal
ton at blender.org
Wed Jul 2 13:41:05 PDT 2003
Hi all,
I've been invited by Aglanor to participate in the discussion on the
proposed Open 3D Model Format. Although such discussions always
interest me, I'm tied to Blender releated projects too much to be
available for regular contributions. :)
Neverheless, it is good to be able to synchronize development, and
ensure that 3d open source projects really integrate and cooperate
well. Blender itself is still far from that desired goal, but a few sub
projects have started at blender.org that might be of interest for you
on this topic:
- BlendXML format
A team is working on conversion of our mysterious .blend format into a
readable XML version. They aim at making it 100% compatible, so that it
can exist next to our binary format as a valid option to save/read your
work. Aim is to create a good interchangable format, compatible with
X3D as much as possible. The project is still in development, results
have not been reviewed yet. The authors of this project promised
something within the next weeks.
http://projects.blender.org/projects/blendxml/
- reconstructed Python API
Yesterday a test release was done with the completely rewritten Python
API in Blender. The old code was a complete mess... the current code is
nicely formatted & documented, and ready for further development,
including sophisticated importers/exporters.
Most likely, when this mailing list results in consensis on a new 3d
exchange format, it is technically well possible for developers to make
sure Blender can read/write it as well. I can promise to promote &
stimulate such a project here.
Then on the exchange format topic itself;
- At the web page about this format (and in the threads after july 1
here), I miss an analysis of the problem definition. Typically
something you do before pinning down the functional specification,
which seems to be the discussion topic already. Maybe I've missed it,
but it's very interesting to know. Have existing formats been rejected,
like X3d or so? The mentioned objective: "to define a free, extensible
3D model format standard... etc" is general, but the rest of the page
mostly mentions game engines as being the focus.
- I have an Amiga background (sweet 80ies!) and quite familiar with
IFF. The binary .blend format has been derived from it, but extended
with a header with information about the actual data that's in the
chunk. Each header has an pointer to a designated 'structure DNA'
chunk, describing the types & names of the chunk contents. This enables
quick reading/writing, plus keeps internal structure changes
forward/backward compatible, as would an ascii format do.
Don't know if this method should get a following, it was nasty to code!
But we've been using it in Blender since '95 with good (user)
satisfaction. In theory it's possible to make a 1:1 lossless conversion
of XML<->binary with such a system.
- My suggestion for you would be to adopt XML for the format, and try
to be as close as possible to X3d... although I haven't evaluated X3d
myself, the web3d consortium seems to have learned from the VRML
failure.
- My suggestion for you also is to stick as closely as possible to the
requirements for game engines, your core products. Setting an 'industry
standard' can't be the goal, isn't it?
Good luck, hope this information is of any help!
-Ton-
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Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
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