If Blender is really thinking about an industry/pipeline oriented release then this discussion makes no sense. FBX is shit but we need it.
Vicente On 10 February 2016 at 12:53, Owen Hogarth II <gurenc...@gmail.com> wrote: > This +1 > > On Wed, Feb 10, 2016, 20:47 Fabio Pesari <fa...@pesari.eu> wrote: > > > On 02/10/2016 01:23 PM, Keith Boshoff wrote: > > > I'm speaking from a Unity perspective and the chances of them including > > > other mesh formats in the near future are slim to none (Though I'm > still > > > going to nag them about it). I'm pretty sure the same is true for > Unreal, > > > Crytek, Lumberyard and definitely Stingray. > > > > A proprietary program decides to arbitrarily not implement some formats, > > so Blender should follow suit, is that right? > > > > If Unity wants to play the lock-in game, that's theirs to play. Nothing > > prevents them from making deals with AutoDesk to make their formats the > > default, for example. > > > > I don't see how that should prevent Blender from making the right > > choice, that is, to use formats that are fully documented, unencumbered > > from patents and free, and do not require any reverse-engineering. > > > > > The other problem with open standards is that they are usually > > interpreted > > > as a free-for-all as far as features are concerned (see Collada), > having > > > never looked at either of the proposed formats this may be a moot > point, > > > but still something to consider moving forward.. > > > > This certainly happened in the past, however there is nothing inherent > > to free formats that makes this easier, and the Blender team could > > simply avoid doing that. > > > > And proprietary formats which break every time a new "version" is > > released are even worse, by the way. > > > > > In short having a stable, open standard for interchange would be the > > ideal, > > > but realistically FBX support is sadly still **very** important if any > > > interchange with current game engines is required. > > > > The two goals aren't incompatible: the Blender devs could both maintain > > FBX support and implement new formats, although I would argue the latter > > as higher priority (since it favors all users and not only those who > > purposefully choose to rely on proprietary technologies which limit > them). > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers