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

Fabian Schempp fabianschempp at googlemail.com
Tue Sep 9 14:52:04 CEST 2014


Hi,
FBX is indeed the most importend exchange format out there.
Its important for me to use Blender with Unity, Unreal and other Engines.

But what if you just use the not opensource SDK, NOTinclude the the Addon
with Blender.
Just host it seperately.
All people who realy need it can than download it and install it them
selfes.
Maybe Blender or the Installer could ask them if they want it to be
downloaded and installed.
This would be dirty, but you could spend the Time on cooler stuff.

regards
Fabian

2014-09-09 12:07 GMT+02:00 Bastien Montagne <montagne29 at wanadoo.fr>:

>  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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