Re: [Bf-committers] FBX import support

2014-04-25 Thread Toni Alatalo
Yes I am also looking at this from game dev angle. Collada did not come exactly from emptyness there as Sony made it for getting data in for PS games.. We've also always used engine specific formats, earlier Ogre's formats and now Three.js's JSON. Those always worked so Collada never seemed necess

Re: [Bf-committers] FBX import support

2014-04-25 Thread Ton Roosendaal
Hi, Obviously, but a lot of game makers use special engines with own formats and are quite happy to directly use Blender python for export. For game makers we should keep fbx to work too - but even better would be if they start directly supporting .blend files. I'd love to see efforts for that

Re: [Bf-committers] FBX import support

2014-04-25 Thread Jan Albartus
Collada is also important for people who make models. On 2014-04-25 15:24, Ton Roosendaal wrote: > Hi, > > We already try to get Collada to work with Blender since it was released. At > least a dozen coders worked on it, two or three GSoC projects were defined > for it. Each time the maintain

Re: [Bf-committers] FBX import support

2014-04-25 Thread Benjamin Tolputt
On 25/04/2014, at 10:37 PM, Ton Roosendaal wrote: > What Alembic would offer - just baked meshes - is probably the best future. > Any serious attempt to match rigs, constraints and modifiers between 3d apps > is doomed anyway! :) This might work for uses related *solely* to still picture & ani

Re: [Bf-committers] FBX import support

2014-04-25 Thread Hadrien Brissaud
I was not aware that this many efforts were made. You are most likely right in that the future lies in baked information anyway (point clouds, etc.) Thanks for the answer ! Hadrien On 25 April 2014 15:24, Ton Roosendaal wrote: > Hi, > > We already try to get Collada to work with Blender since

Re: [Bf-committers] FBX import support

2014-04-25 Thread Ton Roosendaal
Hi, We already try to get Collada to work with Blender since it was released. At least a dozen coders worked on it, two or three GSoC projects were defined for it. Each time the maintainers give up. For me Collada is legacy code - we can keep it around for stakeholders (2nd life), and if new s

Re: [Bf-committers] FBX import support

2014-04-25 Thread Hadrien Brissaud
Hello Ton and everyone, I wouldn't say I know how these things work, but isn't user adoption precisely driven (or allowed) by software support in the first place ? Why wouldn't a development of Collada support be a wise investment ? It seems that supporting FBX through reverse-engineering is quite

Re: [Bf-committers] FBX import support

2014-04-25 Thread Ton Roosendaal
Hi, The strong part of FBX was that it started as a native file format (MotionBuilder). Autodesk then has been hacking a lot on top of it... so it might have grown hairy and ugly, but it definitely works and gets used a lot. It's a big shame that Autodesk refuses to make an open standard out of

Re: [Bf-committers] FBX import support

2014-04-25 Thread Campbell Barton
@toni - FBX isn't exactly secret, since it has a pain-text (ascii) version its not so hard to support, also its data maps much more cleanly to Blender then Collada does (just similar conventions - armatures especially). Supporting the binary format was harder, but proabably still less hassle then

Re: [Bf-committers] FBX import support

2014-04-25 Thread Jeffrey H
Unfortunately, FBX is currently the standard for the industry, which uses pretty much everything except Blender. All Autodesk products and Cinema 4D, Modo, etc. can use FBX, so that's what everybody's going to do. I believe Collada is much older and Autodesk is neglecting their own support for the

Re: [Bf-committers] FBX import support

2014-04-24 Thread toni
This is why I’ve figured Collada may still be better to use -- at least it is open and ~specified. Does not seem like a good idea to build the future on something secret (and ugly?) in the long run. ~Toni From: Bastien Montagne Sent: ‎Friday‎, ‎April‎ ‎25‎, ‎2014 ‎9‎:‎45‎ ‎AM To: bf-bl

Re: [Bf-committers] FBX import support

2014-04-24 Thread Bastien Montagne
Tom said the essential. :) We had to understand both the binary encoding[1] and format layout[2] of this ugly thing, and directly write from the py scripts… Highly frustrating and time-consuming tasks, esp. since FBX has some very odd inconsistencies and odd & picky expectations. Note that arma

Re: [Bf-committers] FBX import support

2014-04-24 Thread Tom M
The license for the FBX library is incompatible with the GPL, so not it is not included. The FBX importer and exporter are based on reverse engineering the format. The format is not documented. LetterRip On Thu, Apr 24, 2014 at 2:31 PM, Stefano Corazza wrote: > I hear there are improvements co

[Bf-committers] FBX import support

2014-04-24 Thread Stefano Corazza
I hear there are improvements coming up... but many users are sending a lot of complaints about FBX import in Blender. A few questions: 1 - Did we include in Blender the FBX SDK or otherwise how are these FBX created? 2 - Right now there is no support for rigged/animated characters in the FBX