Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Remove COLLADA importer #53418

Closed
wants to merge 1 commit into from
Closed

Conversation

fire
Copy link
Member

@fire fire commented Oct 4, 2021

The results of the Twitter poll largely support dropping Collada (DAE).

image

https://twitter.com/reduzio/status/1445083876729180169

If a proposal is needed, please reference removing the Collada addon proposal. godotengine/godot-proposals#2130

@fire fire requested review from a team as code owners October 4, 2021 23:55
@Calinou Calinou added this to the 4.0 milestone Oct 4, 2021
@akien-mga akien-mga changed the title Remove collada. Remove COLLADA importer Oct 5, 2021
@akien-mga
Copy link
Member

I'll note that 3.6% of 2000 respondents (current count) is 70 users. Factoring in that most people who follow @reduz may not actively work on 3D games in Godot (and thus the 70%+ of users who voted to nuke COLLADA may not actually have confirmed personally that glTF works perfectly for their needs, because they may not have any such needs). So it's not negligible.

Still a good indicator that this may be a way forward, but we need to work with those users to ensure that the workflows for which they feel that they still need COLLADA can fully be replaced by glTF.

@fire
Copy link
Member Author

fire commented Oct 5, 2021

I think the next steps to removing the collada importer would be on day one also have a gdextension importer for collada.

Maintaining collada across internal changes is a noted problem.

However, providing the knowledge on how to move from collada to gltf workflows helps too.

@Ansraer
Copy link
Contributor

Ansraer commented Oct 5, 2021

The last time I tried to export a 3D model from blender 2.8 with gltf I had some major problems. Modifiers were not always applied in the correct order, some materials were not exported properly. Even when reimporting the file with the same blender version that was used to create it things looked noticeably different.
I haven't used Blender in 2-3 months, so things might have changed, but I am not convinved that gltf on Blenders side is stable enough for production use. I would like to hear some feedback from actual blender artists before we move forward with this.

@Zireael07
Copy link
Contributor

Echoing @Ansraer - I tried gltf export from blender and it was a pain. Collada... just works.

@fire
Copy link
Member Author

fire commented Oct 5, 2021

@Ansraer @Zireael07 If you can describe your current workflows, I can investigate the difficulties

Please describe the Blender version, the Collada versions and if possible the source art.

@aaronfranke
Copy link
Member

If Collada is kept, perhaps it should be moved to a module?

@Zireael07
Copy link
Contributor

My experience was with Blender 2.8 (I think it's 2.81), no idea how to check the Collada version. Note that the mesh I had trouble with was rigged and scaled.

@fire
Copy link
Member Author

fire commented Oct 6, 2021

The Godot gltf2 pipeline was validated to work on Blender 2.83 in June 2020. I recall several breaking bugs in 2.81.

@Xrayez
Copy link
Contributor

Xrayez commented Nov 19, 2021

If Collada is kept, perhaps it should be moved to a module?

If this is removed and considered corner case now, then I'd say it should be ok to port this to Goost. Of course, someone would also have to be interested in maintaining it, but this could be maintained on terms of best effort.

@fire
Copy link
Member Author

fire commented Nov 25, 2021

PR meeting notes:

  1. We can revisit dropping Collada until Godot 4.0+. We can get a better idea of the use of gltf2 and any other pipelines Godot Engine develops.
  2. Delay until Collada is less used. A specific 2.79 collada pipeline using better Collada on Blender was mentioned.
  3. Artists prefer having more formats in their existing workflows. For example, without Blender or (visible) gltf2 export.
  4. Consensus was not had during the pr meeting and there were objections.
  5. Some future looking plans for Godot asset import were discussed.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

7 participants