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    I'm not sure I understand where you are coming from, Owen. This
    isn't about stragglers who are refusing to adopt new standards. We
    are talking about stopping support for the most widely use
    interchange format in the industry, not dropping an old obsolete
    feature.<br>
    <br>
    FBX is the de facto format right now and whether we like it or not
    there simply isn't another format to replace it with at the moment.
    In a few years (5+) this might change, but currently Blender just
    doesn't have the clout or professional userbase to call these kinds
    of shots, so if we want to be taken seriously we have to follow
    where others lead and use the format that everyone else is using.<br>
    <br>
    The problem isn't moving to a new interchange format. It's moving to
    a new interchange format alone.  I'm not suggesting we don't work on
    a replacement format in the meantime of course. :)<br>
    <br>
    Cheers,<br>
    <br>
    -Andy<br>
    <br>
    <br>
    <div class="moz-cite-prefix">On 09/02/2016 22:40, Owen Hogarth II
      wrote:<br>
    </div>
    <blockquote
cite="mid:CALM2mE=KfqYetXS1CUXQxVmw36BSaL7_wsKNc-zy9jKni=W31g@mail.gmail.com"
      type="cite">
      <div dir="ltr">Physically based rendering is coming in full force
        and most if not all artists professional or hobby have to just
        adopt it or get left in the past. Opengl Vulkan is coming and
        eventually you adapt to it or die. One thing I don't get about
        this back and fourth is the idea that this less evil is better
        than that greater evil. Why not live w/o the evil. There will
        always be stragglers, there's still people out there writing
        programs with fixed pipeline opengl. There are people still
        running windows XP out there who do not want to upgrade to
        linux. It's my opinion that no matter how long you wait, it will
        never be a good time to switch to something new.
        <div><br>
        </div>
        <div>FBX export in blender works, leave it where it is and move
          on to something new. As far as which new format to use, that
          can be up for debate but the idea that you're still asking
          should we or shouldn't we move past FBX is quite a shame.
          Chicken or the egg problem, artists won't just get up ad adopt
          something new. I'd say implement one of the new formats and
          keep it moving.</div>
        <div><br>
        </div>
        <div>Best,</div>
        <div>Owen</div>
      </div>
      <div class="gmail_extra"><br>
        <div class="gmail_quote">On Wed, Feb 10, 2016 at 6:30 AM,
          metalliandy <span dir="ltr">&lt;<a moz-do-not-send="true"
              href="mailto:metalliandy666@googlemail.com"
              target="_blank">metalliandy666@googlemail.com</a>&gt;</span>
          wrote:<br>
          <blockquote class="gmail_quote" style="margin:0 0 0
            .8ex;border-left:1px #ccc solid;padding-left:1ex">
            <div bgcolor="#FFFFFF" text="#000000"> Hey everyone,<br>
              <br>
              I have mixed feelings about this to be honest. While I
              don't agree with the way FBX is licensed (it should be
              open sourced ASAP,  IMHO), the fact remains that it is
              still the current interchange format and will be for the
              foreseeable future, no matter who owns the standard or how
              much we dislike it.<br>
              <br>
              I would hate for this to turn into another crusade against
              Autodesk, where we all just start blindly sharpening our
              pitchforks and blindly head into the foray, because such
              things only end up hurting our users in the long run. Yes,
              it would be awesome to support other formats such as glTF,
              Alembic and USD, but it wont mean anything if no one else
              within the games industry uses them too. We would just end
              up with a Blender only pipeline and "Blender is for
              Blender users" crap that flew around a few years ago. Such
              protectionism can only hurt Blender as you are effectively
              working against de facto industry standards rather than
              with them. Having a program that can't talk to other
              software restricts the use of said software, and studios
              are simply not going to adopt Blender only pipelines so a
              competent interchange format is essential. <br>
              <br>
              Yes, standards do change, but this takes a <u>very</u>
              long time to happen. Remember when Collada was meant to be
              the new standard? Look what happened there...<br>
              As of now no other format (aside from the ageing and less
              feature rich OBJ) comes close the the level of industry
              support that FBX has &amp; even Pixologic, who have been
              the bastion of OBJ support (even extending the format to
              support vertex colours), have recently implemented FBX
              support in the latest version of ZBrush to aim interop.
              between applications. <br>
              <br>
              This is unfortunate of course, but unless we want to
              alienate Blender from the rest of the 3d world stopping
              support for it would be a bad move. Blender has made so
              many giant leaps forward in terms of gamedev use over the
              past few years and having FBX slowly break over the next
              few years will do nothing but hurt Blender usability and
              reputation. Most people simply don't understand or care
              that we can't use the FBX SDK within Blender and will
              simply assume that Blender is buggy. <br>
              <br>
              It's not just about current users either...we have to
              think about future users that are migrating over to
              Blender from Max/Maya who expect something like FBX to
              just work. If they cannot simply load an FBX into Blender
              without issue, they will also assume that Blender is buggy
              as it can't even support FBX correctly.<br>
              <br>
              Next we have to think about people who use Blender on a
              professional level too for things like freelance work. 80%
              of the time I get meshes for texturing/baking from clients
              the low poly &amp; block out mesh part of the asset are in
              the FBX format. It would be extremely embarrassing and
              unprofessional of me to request OBJ in the place of FBX
              and potentially jeopardise the possibility of future work
              with new/especially picky clients (FWIW, I used to use FBX
              converter to go from FBX to OBJ, but this is ironically no
              longer supported by Autodesk).<br>
              <br>
              In addition to the above we also have the problem of fixed
              pipelines. It is usual for studios to define a pipeline
              during pre-production and maintain it rigorously at the
              low level at least until the current project ends. Many
              studios also run staggered production of multiple projects
              using the R&amp;D &amp; pipelines of the previous "lead"
              project and if we assume that a project will last between
              2-4 years we are probably talking between 3-6 years before
              pipeline changes are considered for something as integral
              as interchange formats. Granted this is more likely a
              problem for AAA studios and not many of them use Blender
              as a main tool, but they do have freelancers who use
              Blender, which will be a problem for them. It will also
              rule out Blender for such studios if they were ever to
              think about moving over (assuming they use FBX ofc.)<br>
              <br>
              Ignoring the problems with FBX isn't going to help
              anything really as the problems will only get worse over
              time and there is nothing we can realistically use to
              replace it with.<br>
              <br>
              I guess that I find it hard to see how anyone can
              seriously think that maintaining FBX is a waste of time
              because such support is essential for the many people that
              use FBX on a day to day basis. Wouldn't it only be a waste
              of time if no one used it?<br>
              <br>
              Cheers,<br>
              <br>
              -Andy
              <div>
                <div class="h5"><br>
                  <br>
                  <div>On 09/02/2016 19:33, Piotr Arlukowicz wrote:<br>
                  </div>
                  <blockquote type="cite">
                    <div dir="ltr">
                      <div class="gmail_default"
style="font-family:arial,helvetica,sans-serif;font-size:small;color:#0c343d">Standards

                        can change, and the sooner, the better. World
                        should be open and friendly, not closed and
                        cluttered with crap from huge companies. As I
                        don't have to use FBX, I vote against it every
                        possible time. Let's make something valuable
                        instead of supporting those bastards. They are
                        famous but their so called standards are nothing
                        more than bad habits. Yes, I blame autodesk and
                        the others for being closed, money greedy and
                        unfriendly to the community. That's mine five
                        cents.</div>
                      <div class="gmail_default"
style="font-family:arial,helvetica,sans-serif;font-size:small;color:#0c343d"><br>
                      </div>
                      <div class="gmail_default"
style="font-family:arial,helvetica,sans-serif;font-size:small;color:#0c343d">pio</div>
                    </div>
                    <div class="gmail_extra"><br clear="all">
                      <div>
                        <div>
                          <div dir="ltr">
                            <div>
                              <div dir="ltr">​Piotr
                                <div
style="font-family:arial,helvetica,sans-serif;font-size:small;color:rgb(12,52,61);display:inline">​
                                  Arlukowicz, BFCT​</div>
                                <br>
                                <div
style="font-family:arial,helvetica,sans-serif;font-size:small;color:rgb(12,52,61)">​<span
                                    style="color:rgb(204,204,204)"><b><span
                                        style="font-family:trebuchet
                                        ms,sans-serif"><b><span
                                            style="font-family:trebuchet
                                            ms,sans-serif">YT:</span></b><span
                                          style="color:rgb(162,196,201)"><span
                                            style="font-family:arial
                                            narrow,sans-serif"> <span
                                              style="color:rgb(208,224,227)"><u>/user/piotao?feature=guide</u></span></span></span></span></b></span>
                                  <div
style="font-family:arial,helvetica,sans-serif;font-size:small;color:rgb(12,52,61);display:inline"><span
                                      style="color:rgb(204,204,204)"> <b><span
                                          style="font-family:trebuchet
                                          ms,sans-serif">FB:</span></b><span
                                        style="color:rgb(208,224,227)">
                                        <span style="font-family:arial
                                          narrow,sans-serif"><u>/polskikursblendera</u></span></span>
                                      <b><span
                                          style="font-family:trebuchet
                                          ms,sans-serif">TW:</span></b>
                                    </span><span
                                      style="font-family:arial
                                      narrow,sans-serif"><u><span
                                          style="color:rgb(19,79,92)"><span
style="color:rgb(208,224,227)">/piotao</span><br>
                                        </span></u></span></div>
                                  <span style="color:rgb(153,153,153)"><b><span
                                        style="font-family:trebuchet
                                        ms,sans-serif">Blender Network:</span></b>
                                    <b><span
                                        style="color:rgb(118,165,175)"><span
                                          style="font-family:arial
                                          narrow,sans-serif"><a
                                            moz-do-not-send="true"
                                            href="https://www.blendernetwork.org/piotr-arlukowicz"
                                            target="_blank"><a class="moz-txt-link-freetext" href="https://www.blendernetwork.org/piotr-arlukowicz">https://www.blendernetwork.org/piotr-arlukowicz</a></a></span></span></b></span><br>
                                </div>
                                <span style="color:rgb(102,102,102)"><b><span
                                      style="font-family:trebuchet
                                      ms,sans-serif">Polski Kurs
                                      Blendera:</span></b></span> <span
                                  style="color:rgb(11,83,148)"><span
                                    style="font-family:verdana,sans-serif"><a
                                      moz-do-not-send="true"
                                      href="http://polskikursblendera.pl"
                                      target="_blank"><a class="moz-txt-link-freetext" href="http://polskikursblendera.pl">http://polskikursblendera.pl</a></a></span></span><br>
                                <br>
                                <div><br>
                                </div>
                                <div><br>
                                </div>
                              </div>
                            </div>
                          </div>
                        </div>
                      </div>
                      <br>
                      <div class="gmail_quote">2016-02-09 13:16
                        GMT-05:00 Bastien Montagne <span dir="ltr">&lt;<a
                            moz-do-not-send="true"
                            href="mailto:montagne29@wanadoo.fr"
                            target="_blank"><a class="moz-txt-link-abbreviated" href="mailto:montagne29@wanadoo.fr">montagne29@wanadoo.fr</a></a>&gt;</span>:<br>
                        <blockquote class="gmail_quote" style="margin:0
                          0 0 .8ex;border-left:1px #ccc
                          solid;padding-left:1ex">
                          <div bgcolor="#FFFFFF" text="#000000"> Well,
                            once more time: I do not ask to drop FBX, I
                            ask to stop investing time in it. Means we
                            would keep it working in current state, but
                            not try to add/support/fix new things.<br>
                            <br>
                            <div>Le 09/02/2016 18:18, Cremuss a écrit :<br>
                            </div>
                            <blockquote type="cite">
                              <div>Hi,<br>
                                <br>
                                As evil as FBX is, and I totally
                                understand why you think it's a dead-end
                                (and it is, truly), I feel it is a
                                necessary evil for now.<br>
                                <br>
                                Many of us pro Game Artists rely on FBX
                                file format because there's simply no
                                other choice yet. I export a lot of
                                animated stuff to UE4 and Unity, and
                                dropping FBX support in Blender would
                                mean I'd most certainly have to buy and
                                use a proprietary 3D software to work,
                                which is a shame.<br>
                                <br>
                                A minimal FBX support would still work
                                for me though, because, <i>personally</i>,
                                I just need to be able to <i>export</i>
                                animated meshes and armatures, mostly to
                                Unity and UDK/UE4. So dropping support
                                of the FBX importer, as well as the
                                support of lights, cameras and any other
                                fancy stuff wouldn't affect me or my
                                work at all. But that's just me.<br>
                                <br>
                                However, I'm all for supporting an open
                                format if it will allow me to export
                                animated data to Unity/UDK/UE4 by the
                                time we fully drop FBX support. But as
                                far as I know, there's no open FBX yet
                                :/<br>
                                <br>
                                I know Unreal has donated to the Blender
                                Foundation to work on the FBX exporter
                                so they seems open and friendly to me.
                                Maybe there's a way to talk to them and
                                see what kind of options we have.<br>
                                <br>
                                Anyway, that's just my honest opinion!:)<br>
                                <br>
                                Le 09/02/2016 17:49, Fillippe Chiniara a
                                écrit :<br>
                              </div>
                              <blockquote type="cite">
                                <p dir="ltr">I think its a bad move for
                                  the game developers that use blender,
                                  you would abandon all of us because
                                  fbx is THE standard for game dev , we
                                  cant use anything else with the modern
                                  engines, at least nothing with the
                                  same level of support.</p>
                                <div class="gmail_quote">On Feb 9, 2016
                                  14:42, "Bastien Montagne" &lt;<a
                                    moz-do-not-send="true"
                                    href="mailto:montagne29@wanadoo.fr"
                                    target="_blank"><a class="moz-txt-link-abbreviated" href="mailto:montagne29@wanadoo.fr">montagne29@wanadoo.fr</a></a>&gt;

                                  wrote:<br type="attribution">
                                  <blockquote class="gmail_quote"
                                    style="margin:0 0 0
                                    .8ex;border-left:1px #ccc
                                    solid;padding-left:1ex">Hi,<br>
                                    <br>
                                    So, lately there's been a lot of
                                    FBX-related issues reported to our<br>
                                    tracker. Most of those are either:<br>
                                    - Known (half-)broken things (like
                                    cameras/lights orientation issues),<br>
                                    over which I do not intend to spend
                                    more time, since those are not<br>
                                    critical features to support imho.<br>
                                    - Broken corner-cases in an area
                                    that globally works rather well<br>
                                    (thinking about skeletons here).<br>
                                    - Mysterious third-party
                                    applications-related issues
                                    (scaling, skeletons<br>
                                    again, etc.), that is, bugs that
                                    show with one app but not another.<br>
                                    <br>
                                    I think later point is a good
                                    demonstration that FBX itself is a
                                    failure<br>
                                    and a dead horse - if even rather
                                    big and serious companies like
                                    Unreal<br>
                                    or Unity cannot get a reliable FBX
                                    importer working using official FBX<br>
                                    SDK, then how are we supposed to do
                                    it without even that SDK?<br>
                                    <br>
                                    Further more:<br>
                                    - In past two years a lot of time
                                    and energy was invested (lost) in
                                    FBX.<br>
                                    - &lt;/rant&gt; I’m just dead sick
                                    of that format, of hitting any
                                    possible<br>
                                    table corner when trying to walk my
                                    way in that non-sensible pitch black<br>
                                    box, etc. &lt;/rant&gt;<br>
                                    - Knowledge I gained of this format
                                    and its evolution is **not**<br>
                                    encouraging at all (stupid things
                                    like supporting two different and<br>
                                    complex transform systems [3DS max
                                    and Maya ones, btw ;) ], a very
                                    weird<br>
                                    inconsistency at binary level,
                                    etc.). I do not have any feeling
                                    this is<br>
                                    a sane format, nor that it is
                                    evolving in a sane direction. It
                                    seems to<br>
                                    be defined a bit as needs arise,
                                    piling up new stuff over old ones,
                                    etc.<br>
                                    To summarize: no clear design behind
                                    it, and a very dirty way of<br>
                                    handling new versions of it.<br>
                                    <br>
                                    So I would claim to stop relying on
                                    and developing it. It would not mean<br>
                                    we just remove it from Blender, but
                                    think it’s time to switch to<br>
                                    something more modern and open - am
                                    aware of at least to possible<br>
                                    alternatives, which could even be
                                    quite complementary.<br>
                                    <br>
                                    I) glTF<br>
                                    Promoted by Khronos group (<a
                                      moz-do-not-send="true"
                                      href="https://www.khronos.org/gltf"
                                      target="_blank"><a class="moz-txt-link-freetext" href="https://www.khronos.org/gltf">https://www.khronos.org/gltf</a></a>),

                                    it aims at<br>
                                    being the open exchange format for
                                    games (from simple asset to complete<br>
                                    scene description).<br>
                                    Think it’s still very new stuff, not
                                    much widely used yet, but it seems<br>
                                    to have some support from several
                                    major companies (including Microsoft<br>
                                    and even - rofl - Autodesk, see <a
                                      moz-do-not-send="true"
                                      href="http://gltf.autodesk.io/"
                                      target="_blank"><a class="moz-txt-link-freetext" href="http://gltf.autodesk.io/">http://gltf.autodesk.io/</a></a>).<br>
                                    <br>
                                    II) USD<br>
                                    Promoted by Pixar (<a
                                      moz-do-not-send="true"
                                      href="http://graphics.pixar.com/usd/"
                                      rel="noreferrer" target="_blank"><a class="moz-txt-link-freetext" href="http://graphics.pixar.com/usd/">http://graphics.pixar.com/usd/</a></a>),

                                    it aims at being<br>
                                    some kind of generic pipeline format
                                    for CG studios (it also has<br>
                                    integration of Alembic e.g.).<br>
                                    I have no idea of its acceptance
                                    currently, but sounds like it could
                                    be<br>
                                    a valuable option for our 2.8
                                    'pipeline/inter-application
                                    exchange' goal?<br>
                                    <br>
                                    (as a side note, interesting to see
                                    that those two have a similar<br>
                                    approach, they are not monolithic
                                    files but rather a combination of<br>
                                    binary data and textual
                                    descriptions…)<br>
                                    <br>
                                    Anyway, those are very early
                                    reflections, would like to get your<br>
                                    feelings about those two
                                    formats/projects (or others you may
                                    have in<br>
                                    mind! ;) ), but I’m feeling much
                                    more enthusiast at the idea of
                                    spending<br>
                                    time on modern, open-designed (or at
                                    least, open-specified) formats,<br>
                                    than on piece of proprietary crap!<br>
                                    <br>
                                    Again, even if we end up deciding we
                                    stop trying to fully support FBX as<br>
                                    our main exchange format, it would
                                    keep being supported in its current<br>
                                    status at least for one or two years
                                    - just I would not try to add<br>
                                    support for new versions (2016 one
                                    seems to have some incompatibilities<br>
                                    with our code already), nor would
                                    try to understand and fix more stuff<br>
                                    in that format.<br>
                                    <br>
                                    And that’s a long enough mail,
                                    thanks for reading it!<br>
                                    Bastien<br>
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