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

Francis O'Brien francis.obrien at gmail.com
Tue Sep 9 15:33:28 CEST 2014


Has anyone asked Autodesk to be more open regarding FBX?

On 9 September 2014 13:52, Fabian Schempp <fabianschempp at googlemail.com>
wrote:

> 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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-- 
Hit 'em again he's no relation
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