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

Sam Brubaker sam at worldsday.org
Wed Sep 17 16:53:20 CEST 2014


@JCS, I really like your ideas here, but I still wonder if a "15th
Standard" might be more strategically sound, even if it's totally insane.

My biggest concern about spending so many resources on FBX is that B-devs
would be working on something that does not belong to Blender or any
equivalent NFP organization. It belongs to Autodesk. Autodesk is free to
break its own format however it likes and nullify all the work we do
catching up, which is kind of scary. All FBX development on our end
indirectly helps a company that is not helping us at all.

Of course, our goal should be utility for users, not vindictiveness;
improving FBX support may be our best move in the short term. But what
about the long term?

On Wed, Sep 17, 2014 at 7:38 AM, Jens Christian Restemeier <
jens.restemeier at gmail.com> wrote:

> Another thought:
> What about porting Blender's FBX code into a clean C++ library, without
> dependencies on Blender or the official SDK? Blender could then use it
> through some Python bindings.
> Basically just a loader/writer, and a high level interface to go through
> the scenegraph or to build a scene graph. With an MIT or BSD style license
> to encourage people to use it over the official SDK.
>
> That we we have guaranteed interoperability with anyone using the library,
> and improvements benefit both Blender and applications using it.
> And it would open a way to sneak in a better format at a later point. You
> could define a clean legacy-free format, and any application that uses the
> API just needs a recompile to use it.
>
>
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