<div dir="ltr"><div><div>@campbell: I just tested it, and I'm still getting the message 'ASCII FBX files are not supported' in 2.76, and nothing I can find about 2.77 indicates that's been resolved.<br></div>So, Blender now can export Binary, but still can't import ASCII, is that correct?<br><br></div>Because if so: I'm still having to use Autodesk's FBX converter.<br></div><div class="gmail_extra"><br clear="all"><div><div class="gmail_signature"><div dir="ltr"><div><a href="http://flickr.com/photos/michaelknubben/" target="_blank">https://www.artstation.com/artist/michaelknubben</a></div></div></div></div>
<br><div class="gmail_quote">On Fri, Feb 12, 2016 at 7:11 PM, Bastien Montagne <span dir="ltr"><<a href="mailto:montagne29@wanadoo.fr" target="_blank">montagne29@wanadoo.fr</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi all,<br>
<br>
Sorry for all the commotion, I really did not expect that when writing<br>
the original mail! I needed to vent some frustration about FBX, but I<br>
had no intention of dropping support.<br>
<br>
I’m still maintaining current FBX add-on, and will keep doing this.<br>
Further more, I’m obviously available to help anyone who would like to<br>
work on this format, to get started with current code (which is<br>
everything but nice and simple), etc.<br>
<br>
Also, from Campbell & Ton's suggestion, I started a skeleton of testing<br>
suite (<a href="https://developer.blender.org/maniphest/task/edit/47400/" rel="noreferrer" target="_blank">https://developer.blender.org/maniphest/task/edit/47400/</a>) for<br>
FBX, The tests could help keeping a clear track of what is supported<br>
with which application. But we need stakeholders here, actual users of<br>
two or more of those tools that are willing to spend a bit of time on<br>
creating and checking tests!<br>
<br>
I will come back later (probably the code blog) with a more generic<br>
analysis and discussion about the future-proof formats we want to work<br>
on and support in Blender, also related to the 'interoperability' target<br>
of the 2.8 project.<br>
<br>
Laters,<br>
Bastien<br>
<br>
<br>
Le 12/02/2016 13:57, Ton Roosendaal a écrit :<br>
> Hi all,<br>
><br>
> Please let's end the thread now. This list is to help getting Blender developed, not to agree on everything in detail.<br>
><br>
> Both FBX and COLLADA are being supported in Blender, nobody suggests to drop this.<br>
> We are only interested in getting the best IO possible. We'll check on Juan's work, and we'll check on how to handle FBX.<br>
><br>
> On both topics we'll keep you informed, also on how to provide feedback for it.<br>
> Stay tuned!<br>
><br>
> -Ton-<br>
><br>
> --------------------------------------------------------<br>
> Ton Roosendaal - <a href="mailto:ton@blender.org">ton@blender.org</a> - <a href="http://www.blender.org" rel="noreferrer" target="_blank">www.blender.org</a><br>
> Chairman Blender Foundation - Producer Blender Institute<br>
> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands<br>
><br>
><br>
><br>
>> On 12 Feb, 2016, at 12:55, Juan Linietsky <<a href="mailto:reduzio@gmail.com">reduzio@gmail.com</a>> wrote:<br>
>><br>
>> On Thu, Feb 11, 2016 at 11:29 AM, William Culver <<a href="mailto:wculver@cedeon.co.uk">wculver@cedeon.co.uk</a>><br>
>> wrote:<br>
>><br>
>>> I know the format sucks and we have to reverse it to the point it could<br>
>>> break tomorrow anyway. I think you greatly underestimate its necessity.. I<br>
>>> can point straight to more than 5 teenagers I know that downloaded blender<br>
>>> to make a game asset for UE4 and that's just my first hand knowledge. I<br>
>>> think FBX export is one of the earliest things one does when dabbling in<br>
>>> blender and first impressions count.<br>
>>> assets for game engines. As an exchange format between 3D<br>
>>><br>
>> If Blender could export Collada properly for game engines, and Unreal 4<br>
>> supproted Collada, would it be enough reason for you to drop FBX?<br>
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