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

Andrews Magnoni andrewsmagnoni at gmail.com
Tue Sep 30 03:26:40 CEST 2014


Why not partnering with Khronos for making Collada better?

The last version of Collada was 1.5.0 in 2008!

On Wed, Sep 17, 2014 at 7:56 AM, Jens Christian Restemeier <
jens.restemeier at gmail.com> wrote:

> I do not think Collada is the way to go, I would even say it?s the other
>> direction we should take, if we were to work on a new format.
>>
>
> That is a noble goal, but the danger is that you end up with this:
> http://xkcd.com/927/
>
>
>> I would go to a minimalistic format. FBX is much better than collada on
>> this regard, but it is cluttered with an history of crapiness - and some
>> aspects (like its object transform model) are still crazy.
>>
>> An exchange format does not have to support every possible feature. An
>> exchange format has to be simple!
>>
>
> One idea I had was to define a strict subset of Collada that require least
> effort to map into an application without going crazy. That could be tagged
> in the header, and if a importer finds that it goes through a fast/simple
> importer. If it isn't there the importer has to go through more general
> code.
>
> Example:
> - fixed transform stack for nodes: Either a matrix, or a
> translate/rotate/scale stack for animations
> - fixed vertex format for each channel and "simple" layout. Instead of
> supporting every simple buffer and data layout, only support a base format.
> (basically something like FBX.)
> - fixed geometry format: for example support only convex polygon
> primitives without holes
> - fixed order in which libraries are defined
> - strict usage rules for the different name, id and sid tags and path
> references.
> - fixed armature layout rules
>
> That way you have automatic support to import into other applications, and
> people could import and export the subset into their own code without
> spending ages supporting any odd configuration.
>
>
>> E.g. I like Wavefront .obj format - it is simple (even though Max
>> managed to break it with odd expectations on smoothgroups :/ )!
>>
>
> I'm not a fan, mainly because it splits materials into a separate file,
> and is limited by some old assumptions about how to work with geometry and
> shading info.
>
> Jens
>
> _______________________________________________
> Bf-gamedev mailing list
> Bf-gamedev at blender.org
> http://lists.blender.org/mailman/listinfo/bf-gamedev
>
>


-- 
*Andrews Magnoni*

*Desenhos: *http://amagnoni.deviantart.com/
*Videos: *http://vimeo.com/amagnoni
* <http://www.coroflot.com/andrews/Desenhos-de-retratos>*
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-gamedev/attachments/20140929/9240f57a/attachment.htm 


More information about the Bf-gamedev mailing list