Hi all, Sorry for all the commotion, I really did not expect that when writing the original mail! I needed to vent some frustration about FBX, but I had no intention of dropping support.
I’m still maintaining current FBX add-on, and will keep doing this. Further more, I’m obviously available to help anyone who would like to work on this format, to get started with current code (which is everything but nice and simple), etc. Also, from Campbell & Ton's suggestion, I started a skeleton of testing suite (https://developer.blender.org/maniphest/task/edit/47400/) for FBX, The tests could help keeping a clear track of what is supported with which application. But we need stakeholders here, actual users of two or more of those tools that are willing to spend a bit of time on creating and checking tests! I will come back later (probably the code blog) with a more generic analysis and discussion about the future-proof formats we want to work on and support in Blender, also related to the 'interoperability' target of the 2.8 project. Laters, Bastien Le 12/02/2016 13:57, Ton Roosendaal a écrit : > Hi all, > > Please let's end the thread now. This list is to help getting Blender > developed, not to agree on everything in detail. > > Both FBX and COLLADA are being supported in Blender, nobody suggests to drop > this. > We are only interested in getting the best IO possible. We'll check on Juan's > work, and we'll check on how to handle FBX. > > On both topics we'll keep you informed, also on how to provide feedback for > it. > Stay tuned! > > -Ton- > > -------------------------------------------------------- > Ton Roosendaal - t...@blender.org - www.blender.org > Chairman Blender Foundation - Producer Blender Institute > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > >> On 12 Feb, 2016, at 12:55, Juan Linietsky <redu...@gmail.com> wrote: >> >> On Thu, Feb 11, 2016 at 11:29 AM, William Culver <wcul...@cedeon.co.uk> >> wrote: >> >>> I know the format sucks and we have to reverse it to the point it could >>> break tomorrow anyway. I think you greatly underestimate its necessity.. I >>> can point straight to more than 5 teenagers I know that downloaded blender >>> to make a game asset for UE4 and that's just my first hand knowledge. I >>> think FBX export is one of the earliest things one does when dabbling in >>> blender and first impressions count. >>> assets for game engines. As an exchange format between 3D >>> >> If Blender could export Collada properly for game engines, and Unreal 4 >> supproted Collada, would it be enough reason for you to drop FBX? >> _______________________________________________ >> 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