[Bf-gamedev] The future of FBX and/or other formats in Blender

Campbell Barton ideasman42 at gmail.com
Wed Feb 10 12:59:48 CET 2016


On Wed, Feb 10, 2016 at 10:07 PM, Michael Knubben
<michaelknubben at gmail.com> wrote:
> I agree with Andy,
>
> As a freelancer, less-than-perfect FBX-support is a thorn in my side, and I
> don't look forward to Blender's FBX support possible worsening with future
> releases.

Its important stakeholders communicate to us how well things work.
Are all the problems you experience known limitations?
Can you give us a list of bug reports reference all the problems you experience?

> On the other hand, I think gITF and USD sound like great alternatives that
> have the proper heavyweight support behind them to succeed. This is an area
> where Autodesk's killing off non-subscription options works in my favour,
> since their support of gITF will mean a lot more to me if clients are
> actually running the latest versions of Max/Maya that will support it.
>
> Big engines like Unreal (and now Cryengine in the form of Lumberyard) having
> their source available will also increase the chances of their adoption of
> these new formats, as we've already seen with --for instance-- Unreal's
> Mikkt normalmap support. Unity is an exception in this area, but they have a
> much more skewed AAA/indie ratio, so I would assume they'd be interested in
> supporting alternatives (although I personally don't expect a speedy
> turnaround on that).
>
> All in all, I dread what a lack of support will do to the future feasibility
> of FBX in Blender, but I encourage developing support for alternatives
> alongside FBX.
>
> Michael
>
>
> https://www.artstation.com/artist/michaelknubben
>


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