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<DIV>Hi --</DIV>
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<DIV>I am the guy who created OpenGEX. Somebody was kind enough to let me know
about the discussion here.</DIV>
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<DIV>I am personally writing an OpenGEX exporter for Blender, and I expect it to
be finished in the month of October. (I have no previous experience writing
Blender plugins, so I’m learning as I go.) There has been a huge interest both
in the OpenGEX format as a whole and in the Blender exporter specifically.</DIV>
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<DIV>In general, OpenGEX is designed to be an effective and reliable way to move
scene data from a content creation program to a game engine. Even though the
specification encourages data to be stored in a manner that is easy for engines
to use directly (e.g., because it’s organized in a way that could be consumed by
rendering hardware), OpenGEX is intended only to be an exchange format and not
the final format in which game resources are stored. Hence, OpenGEX is a
human-readable text format that can contain comments and be manually edited if
necessary.</DIV>
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<DIV>As for support in other game engines, it’s really up to their communities
to convince the developers to support it. I know there has been a call from the
CryEngine, Torque, and Leadwerks communities for OpenGEX support, but I’m not
sure about UE4 or Unity. I also know of a few major studios that are supporting
OpenGEX internally.</DIV>
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<DIV>We are currently considering additions to the OpenGEX format for the next
revision of the specification. If there’s anything currently missing that you’d
like to see, I’m the right person to talk to.</DIV>
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<DIV>-- Eric Lengyel</DIV>
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