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

Crs Mrn mahri726 at gmail.com
Tue Sep 9 14:48:41 CEST 2014


I think there might be ways to use FBX SDK in a way that could not
interfere with GPL.

   The license says that it cannot be bundled with Blender. I guess that
this could be solved by using a custom repository plugin. You open the
plugin inside Blender, and it displays you a list of things you could
download. On this list, there could be the FBX plugin made using FBX SDK.
In order to shield the SDK source from GPL, a intermediary piece of code
might be needed.

      When you firstly start Blender, that download plugin downloads the
FBX plugin automaticly, for all users.
     I think there could be ways to dodge GPL in order to use the official
FBX SDK.
În data de 09.09.2014 15:14, <mail at smokythaklown.com> a scris:

>  My personal honest opinion..  about what your actually doing is devoting
> time for people to use autodesk/unity3d/daz&poser rather then
> blender/BGE/makehuman. I understand the goal, and maybe a year ago i would
> have even spent money for you to develop in this area.. but in the long run
> imagine what could have been done for blender itself with the massive
> amount of time spent . My theory is we make snakes work, snakes dont make
> us work.
>
> -dont get me wrong, alot of blender community is indeed grateful to the
> fbx efforts especially for jobs that clients request specific formats and
> applications, but overall more harm is being done to blender itself. Just
> my opinion, hope it alters reality in a positive way small or big. Good
> luck! *dont kill yourself over fbx
>
>
>
> On 09-09-2014, Bastien Montagne wrote:
>
> 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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