- From: rita Turkowski <ritaturk@gmail.com>
- Date: Wed, 9 Dec 2009 22:33:00 -0800
- To: public-html@w3.org
- Message-ID: <9d28e9cf0912092233r744448a5jcf0459a12e844458@mail.gmail.com>
In response to John Stewart's claims that COLLADA tools add their own extensions to data, precluding them from being used for delivery - this statement is untrue. The model in question below that John Stewart and Johannes Behr reference is a Spore model exported in COLLADA, and does not contain any Maya specific extensions. It includes the creature's geometry and 3 texture files, all of which open perfectly in COLLADA supporting tools such as Photoshop CSe. Note that : - COLLADA extensions are designed so that they can be entirely ignored by applications not recognizing them. - Apple Preview fails to open this file because it is incomplete and does not load models that are defined as skins. A bug was opened and we encourage anybody to report bugs to the app vendor in question. Note that it is really easy to test if extensions are problematic by removing every <extra> tag information in the .DAE file. I did this with the Spore model file for instance. Extensions are definitely not private to a particular tool - in fact it is the exact opposite. Extensions are documented in the extension directory (i.e., here is the link to the COLLADA extensions page so that an application can take advantage of registering extensions if so they choose - https://collada.org/mediawiki/index.php/Portal:Extension_directory). In the case John discusses, the COLLADA extension mechanism works just fine.. This extension was originally developed by an implementation of COLLADA (Feeling Software Max and Maya plug-in specifically has been used by EA for the Spore exporter). Once again, this information can be simply ignored - resulting in a model without a bump map. The big difference between X3D and COLLADA as explained in the white paper John references is the fact that COLLADA does not attempt to standardize the user interaction with the model (events, actions) and leaves this to the application to decide what to do with the model. In other words, using COLLADA with WebGL for instance, the JavaScript code incorporated in the html page has to probe the model and decides how and what to expose; with Web3D the model contains the code to be executed by the X3D runtime. It is a matter of choice, but IMHO the COLLADA choice provides greater flexibility and does not impose a specific interaction model. This also allows an application's user interface to be designed to better target specific usage models. Rita Turkowski Khronos COLLADA WG Marketing Chair "Collada is really a data-container if you would like to go from tool A to B to C and would still like to get your A-specific extensions in C even so B does not know about it. The disadvantage is, that almost every Collada-tool writes and adds own extensions to the data. The Collada format is made for this extensibility and it is not a bug but feature of the design. Take, for example, the spore model which Vladimir used in his first WebGL showcase: ftp://ftp.igd.fhg.de/outgoing/jbehr/Amahani- dae.zip It uses some own and Maya specific extensions and can therefore not be opened in other tools like e.g. the "Snow-Leopard Preview" even though it is a standard- and schema-compliant file. Collada therefore is a container to get data from tool A to B without losing parts. But it's not a delivery or deployment format. Collada and X3D are in many ways complementary; X3D and Collada do have a working relationship. We believe that HTML5 needs a strong deployment format, like X3D, for HTML5/DOM integration. Our reasons follow. 3D (X)HTML-ized retained graphics requires a royalty-free, open, standardized XML-encoded format. At first look, both Collada and X3D are suitable candidates, but below I will indicate why X3D is the clear winner. O3D, while a great design from a graphics-programmer point of view, does not support a declarative XML-Model which could be directly mapped to live DOM elements. (We view it as synonymous with WebGL; eg Johannes Behr's group are planning to write an O3D backend, to compliment the the WebGL backend, for x3dom.org) Collada is a great format for a specific purpose: It is designed as an interchange format to transport and manage specific 3D assets. The Collada specification does not include, unlike X3D, a runtime or event model, which is needed for per-frame updates on the 3D-side (e.g. animations). We believe that 3D in HTML5 will be crippled if it chooses a 3D format that does not have a runtime environment that supports dynamics in the declarative model. Dr. Johannes Behr of Fraunhofer has given the following example that might put more light on the situation: "Collada is really a data-container if you would like to go from tool A to B to C and would still like to get your A-specific extensions in C even so B does not know about it. The disadvantage is, that almost every Collada-tool writes and adds own extensions to the data. The Collada format is made for this extensibility and it is not a bug but feature of the design. Take, for example, the spore model which Vladimir used in his first WebGL showcase: ftp://ftp.igd.fhg.de/outgoing/jbehr/Amahani- dae.zip It uses some own and Maya specific extensions and can therefore not be opened in other tools like e.g. the "Snow-Leopard Preview" even though it is a standard- and schema-compliant file. Collada therefore is a container to get data from tool A to B without losing parts. But it's not a delivery or deployment format. There are similar cases for e.g. image or text files. Many people use psd-files to store images with all layers and to get from one tool to another but one does not distribute the psd file on the net. The same goes for text-files. Everyone uses .doc or .odf for text but pdf for the final delivery. Therefore there is always this duality for different areas. The same process goes with 3D. Use Collada in your pipeline and an delivery format (e.g. X3D) in the final runtime. And this is not just my opinion: For more background information about how Collada and X3D relate and why “X3D is ideal for the Web” please read the Whitepaper by Rémi Arnaud (founder of the COLLADA initiative) and Tony Parisi, (co-founder of VRML, and X3D architect): http://www.khronos.org/collada/presentations/Developing_Web_Applications_with_COLLADA_and_X3D.pdf ----------------------------------------------------------- John A. Stewart (representing the Web3D Consortium)
Received on Thursday, 10 December 2009 22:03:29 UTC