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

Todor Imreorov blurymind at gmail.com
Thu Feb 11 01:27:27 CET 2016


Juan - i havent tried maya's collada exporter yet, but i will tomorrow.
Why, is it broken on purpose? My point was that blender fails miserably at
importing fbx animation even when baked on a deform armature
On 11 Feb 2016 00:19, "Juan Linietsky" <reduzio at gmail.com> wrote:

> Todor, did you try importing in Godot the same armature exported from Maya
> using OpenCollada plugin?
>
>
> On Wed, Feb 10, 2016 at 8:58 PM, Todor Imreorov <blurymind at gmail.com>
> wrote:
>
> > Fbx is broken. Exporting baked animation armature from maya works in
> unity.
> > Importing to blender it is a mess. I can share a few fbx files if you are
> > interested
> > On 10 Feb 2016 23:53, "Jacob Merrill" <blueprintrandom1 at gmail.com>
> wrote:
> >
> > > I am neutral here, and I just want to say, that if we are having
> disputes
> > > over how to move forward, someone on each side should write out a
> > document,
> > > and point at code etc, and make this less a argument, and more of a
> > > checklist.
> > >
> > > >From what I gather, collada and fbx are both valid to import/export.
> > > On Feb 10, 2016 3:39 PM, "Gaia Clary" <gaia.clary at machinimatrix.org>
> > > wrote:
> > >
> > > > Can the Collada Fans please move over to the other thread that i just
> > > > opened?
> > > > I believe the FBX guys will be thankful for that :)
> > > >
> > > > thanks
> > > >
> > > > On 11.02.2016 00:30, Todor Imreorov wrote:
> > > > > Until the code clean up can this exporter at least be included as a
> > > > > "testing" addon in trunk? That way you will make it easier for more
> > > > people
> > > > > to try it out and report bugs. It will also save time of the many
> who
> > > > > already use it for godot. If the old one has code that no one wants
> > to
> > > > > touch with a stick and is too big, even if written in better style
> -
> > it
> > > > is
> > > > > useless to the end users. The end user does not care about the
> style
> > of
> > > > > programming. They care if the exporter creates compatible files.
> Here
> > > you
> > > > > have an actual game engine developer with huge community support
> not
> > > > being
> > > > > able to get it in trunk. Heck people are already using his collada
> > > > exporter
> > > > > more than the one with blender.
> > > > > On 10 Feb 2016 22:37, "Julian Eisel" <eiseljulian at gmail.com>
> wrote:
> > > > >
> > > > >> Suggest we don't pollute this mailing list with discussions about
> > > > >> who's capable of writing the better Collada Importer/Exporter?
> This
> > > > >> isn't helpful at all.
> > > > >>
> > > > >> Cheers,
> > > > >> - Julian -
> > > > >>
> > > > >> On 10 February 2016 at 23:21, Thomas Dinges <blender at dingto.org>
> > > wrote:
> > > > >>> Am 10.02.2016 um 21:41 schrieb Juan Linietsky:
> > > > >>>> -I wrote for you guys a proper Collada exporter in a few lines
> of
> > > Code
> > > > >> that
> > > > >>>> supported the full spec, you guys refused it to add it to
> mainline
> > > > >> Blender.
> > > > >>> "Refused to add it"?
> > > > >>>
> > > > >>> https://developer.blender.org/T41071
> > > > >>> Reading that ticket^^ tells a whole different story.
> > > > >>> Reasonable code review comments were made, but then we got no
> > further
> > > > >>> response.
> > > > >>>
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