[Bf-committers] Built-in support for free formats (OpenGEX and glTF)
reduzio at gmail.com
Wed Feb 10 21:16:05 CET 2016
Blender support for Collada is bad because no one wants to work on it. The
format itself is not at fault.
On Wed, Feb 10, 2016 at 5:14 PM, Juan Linietsky <reduzio at gmail.com> wrote:
> glTF is raw OpenGL state data, it's useless for game engines other than
> basic HTML5 frameworks.
> On Wed, Feb 10, 2016 at 12:05 PM, Todor Imreorov <blurymind at gmail.com>
>> It would be great to have gitf support. Some open source game engines use
>> it for importing 3d animated assets. It is said to perfprm better that the
>> other formats on webg games.
>> On 10 Feb 2016 11:42, "Fabio Pesari" <fabio at pesari.eu> wrote:
>> > After reading the thread about FBX, I realized that since Blender is
>> > free software, it would be good if it encouraged using free formats
>> > instead of proprietary ones like FBX, which are always going to require
>> > time-consuming reverse engineering efforts.
>> > I know at least two engine-independent formats which have fully
>> > available specifications: glTF () and OpenGEX ().
>> > I think both were designed to fix the various issues COLLADA had; glTF
>> > is JSON-based and OpenGEX uses its own typed free format called
>> > "OpenDDL" (example at ).
>> > OpenGEX already has a Blender exporter which is licensed under the CC
>> > BY-SA 3.0 (), while I couldn't find anything Blender-related for glTF
>> > (but being JSON-based, writing a Python plugin for it should be
>> > I think including built-in support for them in Blender would be a good
>> > way to encourage users to adopt something else than both proprietary
>> > formats and free (but crappy) COLLADA, and for the Blenders devs to have
>> > less headaches (since they would just have to follow the specs rather
>> > than reverse-engineer obscure formats).
>> > :
>> > : http://opengex.org/OpenGEX.1.1.2.pdf
>> > : https://en.wikipedia.org/wiki/Open_Game_Engine_Exchange#Example
>> > : http://opengex.org/OpenGex-Blender-Script.zip
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