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

Bastien Montagne montagne29 at wanadoo.fr
Tue Sep 9 12:07:45 CEST 2014


Hi,

And thanks for the link, unfortunately this is just a tweaked version of 
the work from guys at http://blenderfbx.render.jp/ . Aside from the fact 
that they add another intermediate step (their own .bos format), the 
real issue with their tool is that it uses umconv, which uses… FBX SDK!

If we could use FBX SDK, things would be hundreds times simpler for us. 
But FBX SDK is everything but opensource, which means we cannot use 
(distribute) it with Blender.

Cheers,
Bastien

Le 09/09/2014 11:47, mail at smokythaklown.com a écrit :
>
> 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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>
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