This is highly related to the discussion on this thread, but not really relevant to the title/stated purpose of the thread so I decided to make a new one.
With the release of Blender 5.0, the Collada (dae) format is no longer supported. Of course, we could use older versions of Blender or other applications entirely to edit these files. But this change marks a broader shift away from Collada which is explained in the thread linked above.
I understand that other mesh types, e.g. ply, glb, obj, can be effectively used with many ROS2 applications. That anything that the mesh loader (e.g. Assimp) will load will work. But for the purpose of guidance, I think it would be good if there is a new file format that is agreed upon for new meshes as an alternative to Collada.
The official guidance states the following:
Any geometry format is acceptable but specific application compatibility is dependent on implementation. The recommended format for best texture and color support is Collada .dae files.
Effectively what I am saying is that it would be good to add a new “officially recommended” file type alongside Collada. I am certainly not saying that support should be dropped for Collada in favor of something newer, but creating new Collada files is becoming more tedious so I think that another file type can be used for URDFs that are created in the future.
As a quick example of why I think it is important for a new file to be “officially recommended”, while glb files can be imported to Isaac Sim as a standalone, and glb can also be used as a URDF mesh type and displayed in RViz, the Isaac Sim URDF importer only supports dae, obj, and stl for the mesh types, so a URDF with glb is not easily importable. Presumably, if it was a recommended format, it would be supported by the URDF importer. I am sure that there are probably other applications with similar arbitrary limitations, but that is the first one that comes to mind.
With the disclaimer that I am not particularly familiar with different 3D file formats, I think that gLTF 2.0 (gltf/glb) makes sense. It is compact, widely supported, and supports meshes and textures in one file.
This change could start with just an addition to the quoted section above, but I don’t know the full implications of a change like this.
Are there difficulties that I am overlooking? I would appreciate thoughts on this.