Create an official .cmod plugin for Blender and other applications

Discussion forum for Celestia developers; topics may only be started by members of the developers group, but anyone can post replies.
Topic author
Endeavor35
Posts: 49
Joined: 16.11.2020
With us: 4 years

Create an official .cmod plugin for Blender and other applications

Post #1by Endeavor35 » 18.01.2021, 20:44

Recently, I posted a link to an ISS model from NASA, which had a very nice SpaceX Cargo Dragon model docked to one of the ports. Having managed to extract it from the original model in Blender 2.9. I have now had to deal with essentially back porting it from the newest version of Blender, down to 2.79. Which was the last version to support the .3ds import/export plugin. So far, this has yielded zero success.

Knowing that .3ds isn't getting any younger, and that Blender is unlikely to bring this option back anytime soon, I would really like to see something like an official .cmod import/export plugin for the newest version of Blender. If that wasn't possible however, then perhaps future versions of Celestia beyond 2.7, could consider supporting a wider array of 3d model filetypes. I have no doubt that an undertaking like this would be quite difficult, at least in the eyes of a non programming person like myself. However, I feel that from a long term perspective, especially when I think about the post 2.7 era, the idea of enabling Celestia to support more filetypes or have an official .cmod plugin for applications such as Blender; could be significantly more helpful when it comes to bringing in new add-on content as well as enabling Celestia to stay both relevant & flexible in the future from my perspective.

One more idea I thought of was perhaps Celestia reaches out to Blender and offers to maintain the .3ds plugin, though I have no clue what that would entail, or if it is even a good idea period.

Avatar
Anthony_B_Russo10
Moderator
Posts: 672
Joined: 03.07.2018
Age: 21
With us: 6 years 5 months
Location: Tallahassee, Florida, US

Post #2by Anthony_B_Russo10 » 18.01.2021, 21:44

Unless the Celestia project gets more devs, this is very unlikely.
Anthony B. Russo, I like Pluto. Mod of the Celestia subreddit: https://www.reddit.com/r/Celestiasoftware/
I have over 40 computers, trying to list them here would be a pain.
Responsible for the NEO catalog: https://celestiaproject.space/forum/viewtopic.php?f=23&t=22203
And mod of the Discord server.

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 3 months

Post #3by john71 » 19.01.2021, 07:40

You can use MeshLab to convert to 3ds format. Obj format can be imported into cmodview, but it is not perfect:

ISS-2021-1.png
ISS-2021-2.png
ISS 2021-3.png


Added after 11 minutes 15 seconds:
Celestia should use the COLLADA dae format.

Markerz
Developer
Posts: 274
Joined: 29.01.2009
Age: 29
With us: 15 years 10 months
Location: Suzhou, China

Post #4by Markerz » 19.01.2021, 15:14

personally I think it is easier to enable Celestia to support popular formats (basically writing parsers) than creating a plugin for Blender (I never used Blender, let alone how to write Blender plugins).

But I can be wrong.

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 3 months

Post #5by john71 » 19.01.2021, 15:44

The 3ds format is basically dead. In my opinion the obj format is useable, but we need either a direct Collada support in Celestia or a perfect obj/dae to cmod converter utility. Currently the obj->cmod conversion is not very good, the end result textures are very different from the original ones. You have to correct them manually, but even this is not possible in many cases.

Avatar
fyr02
Posts: 249
Joined: 19.04.2019
Age: 19
With us: 5 years 7 months
Location: San Diego, California (United States)

Post #6by fyr02 » 19.01.2021, 16:55

There exists a plugin to convert from any model to cmod through the program anim8or. I don't know where it is but I've been using it for a while, in which you can convert like this:

model --> Blender --> obj --> Anim8or --> cmod
Image

Avatar
Anthony_B_Russo10
Moderator
Posts: 672
Joined: 03.07.2018
Age: 21
With us: 6 years 5 months
Location: Tallahassee, Florida, US

Post #7by Anthony_B_Russo10 » 19.01.2021, 17:39

Markerz wrote:personally I think it is easier to enable Celestia to support popular formats (basically writing parsers) than creating a plugin for Blender (I never used Blender, let alone how to write Blender plugins).

But I can be wrong.
Plus if one wanted to deal with 3DS models the can just keep an install of Blender 2.79 on their computer as well.
Anthony B. Russo, I like Pluto. Mod of the Celestia subreddit: https://www.reddit.com/r/Celestiasoftware/
I have over 40 computers, trying to list them here would be a pain.
Responsible for the NEO catalog: https://celestiaproject.space/forum/viewtopic.php?f=23&t=22203
And mod of the Discord server.

john71
Posts: 1009
Joined: 10.08.2016
With us: 8 years 3 months

Post #8by john71 » 19.01.2021, 18:11

fyr02 wrote:There exists a plugin to convert from any model to cmod

https://www.classe.cornell.edu/~seb/celestia/modelling.html.~1~#4.1


Return to “Ideas & News”