Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread David Fenner
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

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread David Fenner
Crowdfund FBX then. Money donated will decide how much it is needed. I know this isn't ideal from an open source perspective, but honestly, fbx is a business/market matter, and maybe should be put aside from the blender open source ideal. 2016-02-10 11:05 GMT-03:00 Fabio Pesari :

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread David Fenner
2016-02-10 11:28 GMT-03:00 Fabio Pesari : > , but if it "dies" in > terms of fewer contributions due to poor funding, it will be exactly > because of people who would rather buy* expensive proprietary programs > than donate at least 1/3 of that money to Blender. Why the double

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Vicente Carro
Well, instead of crowdfunding, that I think it's not going to work, I would suggest to officially (Ton) talk with Unreal, Unity, Valve and maybe some of the blender partners and expose the problem to them. If possible make them talk all together. Since all of them have some interest in FBX working

Re: [Bf-committers] Built-in support for free formats (OpenGEX and glTF)

2016-02-10 Thread Todor Imreorov
It would be great to have gitf support. Some open source game engines use it for importing 3d animated assets. It is said to perfprm better that the other formats on webg games. On 10 Feb 2016 11:42, "Fabio Pesari" wrote: > After reading the thread about FBX, I realized that

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Ton Roosendaal
Hi, Money is very welcome. Industry users can do two things: 1) Let their company sign up for the development fund: https://www.blender.org/foundation/development-fund/ (We get about 100 grand per year, which is 1% of what C4D users give to Maxon annually). 2) Hire developers yourself! Or

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Fabio Pesari
On 02/10/2016 03:00 PM, David Fenner wrote: > I think this is unfare. Blender lives because of it's users. Think about > how many studio pipelines depend on blender fbx export to unity. It seems like Blender is very important for both studios and Unity. How much money did studios donate to

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Campbell Barton
On Thu, Feb 11, 2016 at 1:28 AM, Fabio Pesari wrote: > On 02/10/2016 03:00 PM, David Fenner wrote: >> I think this is unfare. Blender lives because of it's users. Think about >> how many studio pipelines depend on blender fbx export to unity. > > It seems like Blender is very

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Vicente Carro
> > > 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 > > https://www.khronos.org/gltf > > Under "Industry Support for glTF". It seems like the industry cares > about glTF as well. >

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Fabio Pesari
On 02/10/2016 03:35 PM, Campbell Barton wrote: > Unity3D funded the original FBX exporter, > see: https://www.blender.org/about/credits/ That's good to know, and I can appreciate that. Have they been contributing to it since then? I think it would be in their interest to hire someone to work

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Ton Roosendaal
Hi Bastien, Thanks for the notes, I know how much you've been suffering *and* contributing in this area! Let me share a bit of background info, and provide a translation of Bastien's rant :) Bastien is already involved since September 2013 to work on FBX. He did a truly amazing job in

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Fergal Gribben
I agree with Fabio and David - if industry users are so reliant on FBX support within Blender, then crowdfunding/hiring a developer to work specifically on FBX support is probably worth investigating. From what Bastien has said, keeping up with the latest FBX format sounds like a major pain, and

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Fabio Pesari
On 02/10/2016 02:46 PM, Vicente Carro wrote: > They are talking about the future. Most of the comments are in future > tense, mentioning "the future" or that they are collaborating with the > "development". And please don't get me wrong, I completely agree that > Blender should support at least

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Doeke Wartena
The best way to let FBX die is to support other formats! I hate autodesk more then Ton hates installers and progress bars. 2016-02-10 16:44 GMT+01:00 Ton Roosendaal : > Hi, > > Money is very welcome. Industry users can do two things: > > 1) Let their company sign up for the

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Fabio Pesari
On 02/10/2016 04:44 PM, Ton Roosendaal wrote: > A crowd-funder for 1 feature only is very risky. What precisely do we define > to fund? Who would crowdfund a developer to just fix bugs and maintenance for > 2 years? I doubt people would pay for that. I wouldn't even know where to > find such a

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Daniel Stokes
With regards to glTF exporting, we have a glTF exporter as part of the Real Time Engine addon project [1]. The exporter[2] output passes validation[3] for the glTF 1.0 (not sure if draft or final) specification. It is currently missing animation support, and could have better support for materials

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Mike Erwin
Timur Ariman wrote: > > After or if possible during integration of the fileformat into Blender, > adding big game engine developers for implementing the same interchange > format > should be a given! > Keith Boshoff wrote: > As much as using a proper,

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
Guys I'm sorry. I've seen this situation happening over and over to no end for more than a decade. How about some self-criticism from Blender instead of blaming Autodesk? If you guys really had cared about open standards and getting along well with game engines, you would have done the following:

Re: [Bf-committers] Built-in support for free formats (OpenGEX and glTF)

2016-02-10 Thread Juan Linietsky
Blender support for Collada is bad because no one wants to work on it. The format itself is not at fault. On Wed, Feb 10, 2016 at 5:14 PM, Juan Linietsky wrote: > glTF is raw OpenGL state data, it's useless for game engines other than > basic HTML5 frameworks. > > On Wed, Feb

Re: [Bf-committers] Built-in support for free formats (OpenGEX and glTF)

2016-02-10 Thread Juan Linietsky
glTF is raw OpenGL state data, it's useless for game engines other than basic HTML5 frameworks. On Wed, Feb 10, 2016 at 12:05 PM, Todor Imreorov wrote: > It would be great to have gitf support. Some open source game engines use > it for importing 3d animated assets. It is

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

2016-02-10 Thread spatial
> - Known (half-)broken things (like cameras/lights orientation issues), > over which I do not intend to spend more time, since those are not > critical features to support imho. The way I solved this issue was to copy the motion (scale translate rotation) to a empty object, and parent the non

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Gaia Clary
Have our attempts to improve the Collada module really been such a desaster? I try to not take the personally. Anyways, i tried to contact you for testing your exporter: https://developer.blender.org/T41071 It seems like you overlooked that. And just one more note about an import/export

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
Gaia: Well, it was never merged. How about merging it and then we fix potential problems later? I think what is missing in the above link is the time when we talked on Irc, you approached me to ask if there was any improvement there could be done to existing Collada exporter, as the plan was to

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Julian Eisel
Suggest we don't pollute this mailing list with discussions about who's capable of writing the better Collada Importer/Exporter? This isn't helpful at all. Cheers, - Julian - On 10 February 2016 at 23:21, Thomas Dinges wrote: > Am 10.02.2016 um 21:41 schrieb Juan Linietsky:

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
Julian, I'm only proposing a way to solve the following problems: 1) Not having an alternative to FBX 2) Not having a fully working Collada exporter that supports the same as the FBX. You can test mine any time, try exporting a complex scene from Blender with skeletal animations, blend shapes,

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Thomas Dinges
Am 10.02.2016 um 21:41 schrieb Juan Linietsky: > -I wrote for you guys a proper Collada exporter in a few lines of Code that > supported the full spec, you guys refused it to add it to mainline Blender. "Refused to add it"? https://developer.blender.org/T41071 Reading that ticket^^ tells a whole

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Todor Imreorov
Juan - i havent tried maya's collada exporter yet, but i will tomorrow. Why, is it broken on purpose? My point was that blender fails miserably at importing fbx animation even when baked on a deform armature On 11 Feb 2016 00:19, "Juan Linietsky" wrote: > Todor, did you try

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
Maya's default Collada exporter is broken on purpose too. You have to use the OpenCollada plugin On Wed, Feb 10, 2016 at 9:27 PM, Todor Imreorov wrote: > Juan - i havent tried maya's collada exporter yet, but i will tomorrow. > Why, is it broken on purpose? My point was

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Todor Imreorov
So autodesk is quite happy when people think collada is broken so they should use fbx. Blender devs are kind of helping things stay that way when working on fbx over collada. Why not rerelease the format with another name when importers and exporters are fixed? Call it fbx2 and people will think

[Bf-committers] Proposal: include Python's distutils

2016-02-10 Thread Alex Fraser
Hi all, Recently I wanted to install some packages with pip to use with Blender's Python. I thought I should be able to do it like this: PYTHON=blender-2.76b-linux-glibc211-x86_64/2.76/python/bin/python3.4 wget https://bootstrap.pypa.io/get-pip.py ${PYTHON} get-pip.py

Re: [Bf-committers] Multiple .desktop files for different modes

2016-02-10 Thread Fabio Pesari
On 02/08/2016 03:48 PM, Todor Imreorov wrote: > Then its very easy to make a bunch of desktop entries for the installer. It > would however add the task to create an icon for each layout How about using the Blender icon and a smaller icon released under a free license on the bottom right? For

Re: [Bf-committers] Multiple .desktop files for different modes

2016-02-10 Thread Todor Imreorov
These layout presets are just a click away anyways. I would be ok if blender had numerous icons in the start menu - kind of like an office suit, but it might be a bit annoying to have many launchers in its build zip. On 10 Feb 2016 09:40, "Fabio Pesari" wrote: > On 02/08/2016

Re: [Bf-committers] Next dev meeting in about 13h from now

2016-02-10 Thread Francesco Siddi
Hi Piotr, no config options available at the moment. Sources are available hereĀ  https://github.com/armadillica/blender-codersĀ in case anyone would like to propose tweaks or fixes. Francesco On 9 February 2016 at 19:13:10, Piotr Arlukowicz (pio...@polskikursblendera.pl) wrote: Works like a

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Keith Boshoff
Hi! As much as using a proper, open interchange format would be fantastic, it's just about useless if no other apps actually use the format. 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

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Fabio Pesari
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

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Owen Hogarth II
This +1 On Wed, Feb 10, 2016, 20:47 Fabio Pesari 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

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Vicente Carro
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 wrote: > This +1 > > On Wed, Feb 10, 2016, 20:47 Fabio Pesari

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Fabio Pesari
On 02/10/2016 02:00 PM, Vicente Carro wrote: > 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 https://www.khronos.org/gltf Under "Industry Support for glTF". It seems like the industry

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
Hi Campbell, it is still maintained, and the latest version is in the github repo linked above. Godot community often contributes improvements to it, but i don't think having duplicated code is a good idea. If Blender includes it officially in the stable release, I'll remove it from Godot repo and

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Juan Linietsky
Sorry, shouldn't have ignored the feedback, but at the time I was told the code would just be around and only included into blender if someone was interested about using it.. and instead was asked for feedback into how to improve the existing blender Collada exporter. As I thought the existing

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Campbell Barton
On Thu, Feb 11, 2016 at 1:56 PM, Juan Linietsky wrote: > Sorry, shouldn't have ignored the feedback, but at the time I was told the > code would just be around and only included into blender if someone was > interested about using it.. and instead was asked for feedback into

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
Yeah, I had hope for a bit, then been told current broken support for Collada would be fixed. Finally, it was not fixed. I've been trying to help Blender support Collada properly for 10 years, did all the work, proposed it. Still maintain in on my own. It works fantastically well, it's been

[Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Gaia Clary
Hi. If you have a working Collada Importer and/or a corresponding Exporter for Blender and if you think your solution works better than Blender's own Collada Module, then please tell us where we can take a look at your solution. Please can you make it easy for us to find the code by providing

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Gaia Clary
Can the Collada Fans please move over to the other thread that i just opened? I believe the FBX guys will be thankful for that :) thanks On 11.02.2016 00:30, Todor Imreorov wrote: > Until the code clean up can this exporter at least be included as a > "testing" addon in trunk? That way you will

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Juan Linietsky
Collada exporter is here: https://github.com/godotengine/godot/tree/master/tools/export/blender25/io_scene_dae The only limitation it has, which I believe could be fixed quite easily but should not be a blocker, is that to export skeletons, you have to make the mesh a child of the skeleton. This

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Juan Linietsky
> I no longer use Collada but am very excited about solutions to 1 and 4 > above. They benefit all Blenderheads. For those who *do* use Collada, we > might as well get it right (the 2 & 3 part). > > Game engines such as Unity or Unreal would happily support Collada if Blender exports it properly.

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Jim Cantley
All due respect guys, can this go to a thread somewhere? I have some four or so pages of emails about FBX/collada currently, it's drowning everything else in my email out. Not meaning to single anyone out, I just want to jump in and kindly request that this be taken somewhere more suitable

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Juan Linietsky
Todor, did you try importing in Godot the same armature exported from Maya using OpenCollada plugin? On Wed, Feb 10, 2016 at 8:58 PM, Todor Imreorov wrote: > Fbx is broken. Exporting baked animation armature from maya works in unity. > Importing to blender it is a mess. I

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Jacob Merrill
I am neutral here, and I just want to say, that if we are having disputes over how to move forward, someone on each side should write out a document, and point at code etc, and make this less a argument, and more of a checklist. >From what I gather, collada and fbx are both valid to

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Mike Erwin
Juan Linietsky wrote: > Julian, I'm only proposing a way to solve the following problems: > > 1) Not having an alternative to FBX > 2) Not having a fully working Collada exporter that supports the same as > the FBX. You can test mine any time, try exporting a complex scene

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Todor Imreorov
Lets make a table comparison of what works in the two exporters and what doesnt. If the one with more green checks is being abandoned over bike shedding arguments and lack of interest, then at least the user can still get it from godot developers. Alot who dont know about it will ofcourse use

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Juan Linietsky
Jim, With all due respect, feel free to add a filter to your inbox to avoid this mailing list from filling it. On Wed, Feb 10, 2016 at 9:12 PM, Jim Cantley wrote: > All due respect guys, can this go to a thread somewhere? I have some four > or so pages of emails

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Todor Imreorov
Until the code clean up can this exporter at least be included as a "testing" addon in trunk? That way you will make it easier for more people to try it out and report bugs. It will also save time of the many who already use it for godot. If the old one has code that no one wants to touch with a

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Todor Imreorov
Fbx is broken. Exporting baked animation armature from maya works in unity. Importing to blender it is a mess. I can share a few fbx files if you are interested On 10 Feb 2016 23:53, "Jacob Merrill" wrote: > I am neutral here, and I just want to say, that if we are

Re: [Bf-committers] The future of FBX and/or other formats in Blender

2016-02-10 Thread Campbell Barton
> -I wrote for you guys a proper Collada exporter in a few lines of Code that > supported the full spec, you guys refused it to add it to mainline Blender. > -I insisted, the answer was "Yeah we can put it at some development repo > and if anyone cares about it we move it to mainline". Of course,

Re: [Bf-committers] Request for Collada Importers/Exporters

2016-02-10 Thread Campbell Barton
On Thu, Feb 11, 2016 at 11:04 AM, Juan Linietsky wrote: > Collada exporter is here: > > https://github.com/godotengine/godot/tree/master/tools/export/blender25/io_scene_dae Reading over this code I've found some bugs... one I mentioned in review already, others are potential