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

mail at smokythaklown.com mail at smokythaklown.com
Sun Sep 14 12:34:02 CEST 2014


  Jens Christian Restemeier just explained why that doesnt just fix the
problem. Im going to contact autodesk right now and break their balls to
help us out so we can move on.

On 13-09-2014, metalliandy wrote: 

>
Why cant we just link users to the FBX SDK? Isn't this what the FBX FAQ

> states people should do in cases of Opensource?
> 
>> 1.2 Can I
redistribute the FBX SDK? You cannot redistribute or repackage the FBX
SDK without written permission from Autodesk. If you create open-source
code that uses the FBX SDK, distribute your code and include a link to
the Autodesk FBX website so the user can install the FBX SDK. If your
code needs a specific version of the SDK you can distribute the complete
.exe from the Autodesk FBX website.
> 
>
http://forums.autodesk.com/t5/fbx-sdk/fbx-sdk-faq/td-p/4165297
[39]Cheers,
> 
> -Andy
> 
> On 13/09/2014 18:11, Ton Roosendaal wrote:
>

>> Hi, There is no way we (as in official releases on blender.org) can
be using Autdesk's FBX library without violating the Autodesk license
and violating the GPL at the same time. The linking Octane/Vray trick
won't work either for us - simply because we cannot distribute
Autodesk's stuff. Autodesk themselves could do it probably, and most
likely an authorized plugin reseller would be able to do it too. But...
you then get into very shady areas of trying to trick things that
shouldn't be tricked to start with. (Note: The method as being in use by
Octane and Vray hasn't been verified or approved. At first sight it just
looks to be on the safe side though, but it would require a careful
examination). And most importantly: We're in the free software bizz
first - that means we aim for making a tool for artists that is free for
them to apply, to study, to learn from, to copy, to share and to
improve. All very important virtues, in which Autodesk is not interested
in - Not At All. Don't forget this! -Ton-
-------------------------------------------------------- Ton Roosendaal
- ton at blender.org [11] - www.blender.org [12] Chairman Blender
Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD
Amsterdam - The Netherlands On 10 Sep, 2014, at 16:36,
mail at smokythaklown.com [13]wrote: 
>> 
>>> 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.orgwrote: [9] 
>>>> 
>>>>> Send Bf-gamedev
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Subject line so it is more specific than "Re: Contents of 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 [5]) 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 [7] 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/
[14] . 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.coma [15]?crit : 
>> 
>>>>>>
http://darisl.wordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/Check
[10]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
> rateful 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/[6] [40]. 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 [41] [7] a ?crit : try to support FBX format in
Blender. We already spent a **huge** amount ockquote type="cite"
style="padding-left:5px; border-left:#1010ff 2px solid; margin-left:5px;
width:100%"> of energy on this, for rather mitigate
>> far (to
summarize, 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 contr
>> y flagged as
experimental**, where we can put any dirty/bad-tested/etc. development.
The point is, I want a place where I 'maintainable code', 'readable
code', 'stable code', 'non-crashing 
>>> 
>>>> code', etc. - and yet get
it in all and every Blender
>>> release and build,
>> px;
border-left:#1010ff 2px solid; margin-left:5px; width:100%"> so that
anyone involved in FBX pipeline can easily test it, without waisting
time in mails pingpong and such.
>> 00%"> 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.
>> ng-left:5px;
border-left:#1010ff 2px solid; margin-left:5px; width:100%"> I would
start to put Jens' work in this experimental
>> 
>>> :#1010ff 2px solid;
margin-left:5px; width:100%"> whether it enhances armature handl
>>
kquote> artists. the mean time, I'll try to go over all unfixed FBX
reports I got in
>> in-left:5px; width:100%"> 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
>>
er-left:#1010ff 2px solid; margin-left:5px; width:100%"> 'ref FBX
applications' to generate 
>> 
>>> margin-left:5px; width:100%"> Please
let me know if you see something wrong in
>> blockquote> here, or
something to Bf-gamedev at blender.org [28] [1] Bf-gamedev at blender.org [29]
[4] er.org/mailman/listinfo/bf-gamedev [5] Links: ------ [1]
mailto:Bf-gamedev at blender.org [25] [2]
http://lists.blender.org/mailman/listinfo/bf-gamedev [26] [3]
>>
x-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 [30] [5]
http://lists.blender.org/mailman/listinfo/bf-gamedev [31] [6]
aklown.com">mail at smokythaklown.com -------------- next part
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>>
1.htm ------------------------------ Message: 3 Date: Tue, 9 Sep 2014
15:48:41 +0300 From: Crs Mrn Subject: Re: [Bf-gamedev] Proposal to (try
to) get better FBX support To:
CABPSr7_TcABk3v9FF6qXMzxqJUbQXsOtA1UuQ4dPdkwqM82qew at mail.gmail.com>
Content-Type: text/plain; charset="utf-8" I think there might be ways to
use FBX SDK in a way that could not interfere with GPL. The license says
that
>> 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
>> 
>>> 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, a scri
>> te type="cite"
style="padding-left:5px; border-left:#1010ff 2px solid; margin-left:5px;
width:100%"> My personal honest opinion.. about what your actually doing
is devoting time for people to use autodesk/unity3d/daz&poser
>>
lender/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 wi
>> 
>>>
e 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 k
>> 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/ [33] .
>>

>>> i
>>> ate step (their own .bos format), the real issue with their
tool is that it uses umconv, which uses? FBX SDK! If we could use F
>> s
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 L
>> 
>>>
p://darisl.wordpress.com/about/importing-fbx-files-into-blender-with-full-armaturesweights/">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 a
>> fforts, 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 rat
>> 
>>> c animation
too. Camera/lamp orientation handling are buggy, and armature handling
is kind of n 
>>> 
>>> igh
>>> tmare). Now, what I propose is to add a
second fbx io addon (as contrib), **clearly fla
>> imental**, 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
>>

>>> 
>> 
>>> 
>> 
>>> 
>> 
>>> 
> uild, 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 're 
> 
> f F
> BX 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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