FBX and Collada

Scripting in Blender with Python, and working on the API

Moderators: jesterKing, stiv

rcas
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Joined: Tue Aug 31, 2004 6:08 pm
Location: Portugal
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Post by rcas » Wed Jan 04, 2006 12:22 pm

henti wrote:Fbx support would be great, im working in the game development, with blender, and 3dsmax, but i hate max's bone system, it would be great to skin in blender, and export it to motion builder.
For Game support Collada is better if I recall. One of the good things about FBX SDK is that it can import / export the Collada format also.

I'm checking out swig and the sdk, I need to understand it first. I will eventually post here very dumb questions on how to get things from Blender using Python or how to set them ... I'm not that confortable with Blender coding, but if I want to learn it, might aswell be doing something useful.



-- Rui --
How to use a Blender:
Put your model, rig, animation and textures in the Blender, turn the Blender on and wait for it to Render, then turn the Blender off and show it to your friends.

polytropoi
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Joined: Fri Feb 16, 2007 9:18 pm

Critical Issue

Post by polytropoi » Fri Feb 16, 2007 9:41 pm

Export of skeletal animation via either Collada or FBX (don't care which) is, to me, the biggest problem with Blender. Don't make me switch to Maya! I want to use Blender, but unless I can export my rigged characters it's a DEAD END. This is the most important thing holding back widespread Blender adoption for commercial work, IMHO. PLEASE PLEASE PLEASE help.

thank you

stiv
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Joined: Tue Aug 05, 2003 7:58 am
Location: 45N 86W

Post by stiv » Fri Feb 16, 2007 11:15 pm

This may be a 'critical issue', but it has only been one since 2005 or so when the Collada spec was published. ( I can't find the exact date). Besides, Maya is a fine product. No reason why you should not use it.

disclaimer: I am not familiar with Blender's Collada import/export scripts and have no personal knowlege of their features or limitations.

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