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Without a stable and widely used model format making a game is impossible. You can drag&drop FBX into Unity and Unreal, and its mostly ready for use. Having a b
by Arwill 8y ago
Without a stable and widely used model format making a game is impossible. You can drag&drop FBX into Unity and Unreal, and its mostly ready for use. Having a broken FBX importer is just a waste of time. You start with a model format, something works, you build a workflow, a system for producing content en masse, and then at some point you must consider throwing away the model format, the workflow and/or the whole engine, because the importer is unreliable. Or you try to rewrite it yourself, further wasting time. Some things must be rock-solid, open-source or not.
- ignaloidas 8y agoGodot doesn't have any broken importers, yet alone FBX which it doesn't have completely for legal reasons. Looking at Collada(.dae) Blender has a super broken exporter, so broken that Godot folks wrote a better one from the frustration. GLTF2 doesn't have enough support, even though it's a good format. The problem is that everyone is just sitting and using proprietary FBX format and don't work towards new open standards like Collada or GLTF2.
- maccard 8y agoSorry but saying "Godot is fine, everything else is broken" isn't really acceptable. If I were to start a 3D project only to find out that importing models didn't work in the game engine I chose, I would move on immediately. In all honesty (without knowing the specifics of what is broken, I've only ever worked on FBX importers), if Godot want to be taken seriously then they need to be able to import without plugins, warts and all.
- thrillgore 8y agoFortunately, I have been able to do most of what I want with Blender and Better Collada. But I know that lack of FBX support pretty much makes it a non-starter outside of hobby projects. This also has to factor into a significant labor base that knows Unreal, Unity, CryEngine, Lumberyard...