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

Juan Linietsky reduzio at gmail.com
Thu Feb 11 01:31:04 CET 2016


Maya's default Collada exporter is broken on purpose too. You have to use
the OpenCollada plugin

On Wed, Feb 10, 2016 at 9:27 PM, Todor Imreorov <blurymind at gmail.com> wrote:

> 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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