[Bf-gamedev] Proposal to (try to) get better FBX support

Bastien Montagne montagne29 at wanadoo.fr
Mon Sep 8 12:24:38 CEST 2014


Hi all,

So, as everyone probably already knows, we are struggling like Hell to 
try to support FBX format in Blender. We already spent a **huge** amount 
of energy on this, for rather mitigated results so far (to summarize, 
roughly static object/mesh/material export works quite good, basic 
animation too. Camera/lamp orientation handling are buggy, and armature 
handling is kind of nightmare).

Now, what I propose is to add a second fbx io addon (as contrib), 
**clearly flagged as experimental**, where we can put any 
dirty/bad-tested/etc. development. The point is, I want a place where I 
can do whatever I want, without considering things like 'good code', 
'maintainable code', 'readable code', 'stable code', 'non-crashing 
code', etc. - and yet get it in all and every Blender release and build, 
so that anyone involved in FBX pipeline can easily test it, without 
waisting time in mails pingpong and such.

Once an issue is clearly solved in bad experimental addon, we can think 
to a good and nice way to implement it in good one.

I would start to put Jens’ work in this experimental version, and see 
whether it enhances armature handling for artists.

In the mean time, I’ll try to go over all unfixed FBX reports I got in 
past months, and establish a list of basic, simple FBX test cases I need 
to try to understand those issues better. Then, I’d ask artists having 
'ref FBX applications' to generate such files.

Please let me know if you see something wrong in here, or something to 
add (and yes, I know experimental addon is dirty).

Cheers,
Bastien


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