@campbell: I just tested it, and I'm still getting the message 'ASCII FBX files are not supported' in 2.76, and nothing I can find about 2.77 indicates that's been resolved. So, Blender now can export Binary, but still can't import ASCII, is that correct?
Because if so: I'm still having to use Autodesk's FBX converter. https://www.artstation.com/artist/michaelknubben <http://flickr.com/photos/michaelknubben/> On Fri, Feb 12, 2016 at 7:11 PM, Bastien Montagne <[email protected]> wrote: > 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 - [email protected] - www.blender.org > > Chairman Blender Foundation - Producer Blender Institute > > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > > > > > >> On 12 Feb, 2016, at 12:55, Juan Linietsky <[email protected]> wrote: > >> > >> On Thu, Feb 11, 2016 at 11:29 AM, William Culver <[email protected]> > >> 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 > >> [email protected] > >> http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > _______________________________________________ > Bf-gamedev mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-gamedev > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
