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

mail at smokythaklown.com mail at smokythaklown.com
Wed Sep 10 16:36:44 CEST 2014


  yes sir!

On 09-09-2014, Jeffrey wrote: 

> What about something
similar to how the Octane team avoided the GPL 
> limits? They used an
external server program that piped all the render 
> data between Octane
and Blender which avoided mixing the code.
> 
> On 09/09/2014 05:48 AM,
bf-gamedev-request at blender.org [30]wrote:
> 
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Bf-gamedev digest..." Today's Topics: 1. Re: Proposal to (try to) get
better FBX support (Bastien Montagne) 2. Re: Proposal to (try to) get
better FBX support (mail at smokythaklown.com [16]) 3. Re: Proposal to (try
to) get better FBX support (Crs Mrn)
----------------------------------------------------------------------
Message: 1 Date: Tue, 09 Sep 2014 12:07:45 +0200 From: Bastien Montagne
Subject: Re: [Bf-gamedev] Proposal to (try to) get better FBX support
To: bf-gamedev at blender.org [18] Message-ID: Content-Type: text/plain;
charset="utf-8" Hi, And thanks for the link, unfortunately this is just
a tweaked version of the work from guys at http://blenderfbx.render.jp/
[20] . 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 [21]a ?crit : 
>> 
>>>
http://darisl.wordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/
[3]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
_______________________________________________ Bf-gamedev mailing list
Bf-gamedev at blender.org [1] Bf-gamedev at blender.org>
http://lists.blender.org/mailman/listinfo/bf-gamedev [2]
>>>
_______________________________________________ Bf-gamedev mailing list
Bf-gamedev at blender.org [4]
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>>
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[22] ------------------------------ Message: 2 Date: Tue, 09 Sep 2014
12:14:27 +0000 From: mail at smokythaklown.com [23] Subject: Re:
[Bf-gamedev] Proposal to (try to) get better FBX support To: Message-ID:
Content-Type: text/plain; charset="utf-8" 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/ [26][6] . 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 resweights/
>>
sl.wordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/[3]
roughly static object/mesh/material export works
>> 
>>> px;
border-left:#1010ff 2px solid; margin-left:5px; width:100%">
>> :5px;
width:100%">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
>> where I 'maintainable code', 'readable code', 'stable
code', 'non-
>> 
>>> dth:100%"> code', etc. - and yet get it in all and
every Blender
>> /blockquote> release and build, so that anyone involved
in FBX pipeline can
>> 
>>> der-left:#1010ff 2px solid; margin-left:5px;
width:100%"> waisting
>> pingpong and such. Once an issue is clearly
solved in bad experimental addon, we can think e="cite"
style="padding-left:5px; border-left:#1010ff 2px solid; margin-left:5px;
width:100%"> 
>>> 
>>>> to a good and nice way to implement it in
good
>>> one.
>> style="padding-left:5px; border-left:#1010ff 2px solid;
margin-left:5px; width:100%"> I would start to put J
>> 
>>> ="cite"
style="padding-left:5px; border-left:#1010ff 2px solid; margin-left:5px;
width:100%">
>> ether it enhances armature handling for artists. In the
mean time, I'll try to go over all unfixed FBX reports I got in
>>
"cite" style="padding-left:5px; border-left:#1010ff 2px solid;
margin-left:5px; width:100%"> past months, and establish a list of
basic, simple FBX test cases I n
>> 
>>> 00%"> to try to understand
those issues better.
>> te> Then, I'd ask artists having enerate such
files.
>> ype="cite" style="padding-left:5px; border-left:#1010ff 2px
solid; margin-left:5px; width:100%">Please let me know if you see
something wrong in here, or something to
http://lists.blender.org/mailman/listinfo/bf-gamedev[2]_______________________________________________
>>
n-left:5px; width:100%">Bf-gamedev mailing list Bf-gamedev at bl
>> 
>>>>
http://lists.blender.org/mailman/listinfo/bf-gamedev [5] Links: ------
[1] mailto:Bf-gamedev at blender.org [6] [2]
http://lists.blender.org/mailman/listinfo/bf-gamedev [7] [3]
>>
ordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/">http://darisl.wordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/
[4] mailto:Bf-gamedev at blender.org [27] [5] http://blenderfbx.render.jp/
[7] mailto:mail at smokythaklown.com [8] -------------- next part
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>>
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------------------------------ Message: 3 Date: Tue, 9 Sep 2014
15:48:41 +0300 From: Crs Mrn medev at blender.org">bf-gamedev at blender.org
Message-ID: Content-Type: text/plain; charset="utf-8" I think there
might be ways to use FBX
>> 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 l
>> 
>>> iary 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. ?n data de 09.09.2014 15:14,
>>
aklown.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
>> 
>>> his 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 job
>> s
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 o
>> 
>>> link, unfortunately this is just a
tweaked version of the work from guys at http://blenderfbx.render.jp/
[10] . 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
>> we could use FBX SDK, things would be hundreds
times simpler for us. But FBX SDK is everything but opensource, which
means we cann
>> 
>>> com">mail at smokythaklown.com a ?crit :
http://darisl.wordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/
[11] Check with this cat working on the fbx armature
>> ight 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
st
>> 
>>> his, 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
f
>> 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 
>> 
>>> 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 experimenta
>> d see whether it
enhances armature handling for artists. In the mean time, I?ll try to go
over all unfixed FBX rep
>> 
>>> hose 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
_______________________________________________ Bf-gamedev mailing
>>
nder.orghttp:">listBf-gamedev at blender.orghttp://lists.blender.org/mailman/listinfo/bf-gamedev
_______________________________________________ Bf-gamedev mailing
listBf-gamedev at blender.orghttp: [28]//lists.blender.org/mailman/li
>>

>>> gamedev at blender.org">Bf-gamedev at blender.org
http://lists.blender.org/mailman/
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>>> 
 

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