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

mail at smokythaklown.com mail at smokythaklown.com
Tue Sep 9 11:47:26 CEST 2014


 


http://darisl.wordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/


Check with this cat working on the fbx armature import. You might
already be aware of his efforts, just trying to help. 

On 08-09-2014,
Bastien Montagne wrote: 

> 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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