[Bf-committers] The future of FBX and/or other formats in Blender

Vicente Carro vicentecarro at gmail.com
Wed Feb 10 14:00:08 CET 2016


If Blender is really thinking about an industry/pipeline oriented release
then this discussion makes no sense. FBX is shit but we need it.

Vicente

On 10 February 2016 at 12:53, Owen Hogarth II <gurenchan at gmail.com> wrote:

> This +1
>
> On Wed, Feb 10, 2016, 20:47 Fabio Pesari <fabio at pesari.eu> wrote:
>
> > On 02/10/2016 01:23 PM, Keith Boshoff wrote:
> > > I'm speaking from a Unity perspective and the chances of them including
> > > other mesh formats in the near future are slim to none (Though I'm
> still
> > > going to nag them about it). I'm pretty sure the same is true for
> Unreal,
> > > Crytek, Lumberyard and definitely Stingray.
> >
> > A proprietary program decides to arbitrarily not implement some formats,
> > so Blender should follow suit, is that right?
> >
> > If Unity wants to play the lock-in game, that's theirs to play. Nothing
> > prevents them from making deals with AutoDesk to make their formats the
> > default, for example.
> >
> > I don't see how that should prevent Blender from making the right
> > choice, that is, to use formats that are fully documented, unencumbered
> > from patents and free, and do not require any reverse-engineering.
> >
> > > The other problem with open standards is that they are usually
> > interpreted
> > > as a free-for-all as far as features are concerned (see Collada),
> having
> > > never looked at either of the proposed formats this may be a moot
> point,
> > > but still something to consider moving forward..
> >
> > This certainly happened in the past, however there is nothing inherent
> > to free formats that makes this easier, and the Blender team could
> > simply avoid doing that.
> >
> > And proprietary formats which break every time a new "version" is
> > released are even worse, by the way.
> >
> > > In short having a stable, open standard for interchange would be the
> > ideal,
> > > but realistically FBX support is sadly still **very** important if any
> > > interchange with current game engines is required.
> >
> > The two goals aren't incompatible: the Blender devs could both maintain
> > FBX support and implement new formats, although I would argue the latter
> > as higher priority (since it favors all users and not only those who
> > purposefully choose to rely on proprietary technologies which limit
> them).
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> >
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