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	<title>利用者:Ideasman42/ImportExport TODO - 版の履歴</title>
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	<updated>2026-06-10T23:06:17Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Ideasman42/ImportExport_TODO&amp;diff=106259&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Ideasman42/ImportExport_TODO&amp;diff=106259&amp;oldid=prev"/>
		<updated>2018-06-28T19:45:17Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:45時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Ideasman42/ImportExport_TODO&amp;diff=106258&amp;oldid=prev</id>
		<title>wiki&gt;Ideasman42: /* Helping Out */</title>
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		<updated>2011-07-26T04:33:48Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Helping Out&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= General Goals =&lt;br /&gt;
== Speed ==&lt;br /&gt;
Python is quite inefficient for dealing with large data sets when using built-in data types.&lt;br /&gt;
&lt;br /&gt;
Rather then re-writing them in C/C++, I think it's worth investigating use of C/C++ - python modules to do the hard work and have python only pass arrays to blender.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
Some formats are very complicated and more testing needs to be done with other applications, to ensure blender can work with them properly.&lt;br /&gt;
&lt;br /&gt;
We get quite a few reports complaining of things not working right but its fairly inefficient to communicate about every small problem this way.&lt;br /&gt;
&lt;br /&gt;
In complicated cases its best to have the developer run the application where it fails and ensure compatibility.&lt;br /&gt;
&lt;br /&gt;
= Formats =&lt;br /&gt;
== FBX ==&lt;br /&gt;
=== Import ===&lt;br /&gt;
* Investigate ways to use the FBX SDK from inside blender without linking to it since its not GPL compatible.&lt;br /&gt;
** Use an external program to convert FBX -&amp;gt; Blend, then append in the blend data.&lt;br /&gt;
** Use a python module which links the to the FBX SDK so blender is not linking to the SDK.&lt;br /&gt;
* For our own ASCII importer, investigate writing a better parser for the FBX format.&lt;br /&gt;
=== Export ===&lt;br /&gt;
* Add support for exporting welded UV's (Maya for example expects UV's to be welded).&lt;br /&gt;
* Update to use the format from the latest SDK&lt;br /&gt;
* Test compatibility with Unity&lt;br /&gt;
* Test compatibility with UDK&lt;br /&gt;
&lt;br /&gt;
==== FBX Testing / Helping Out ====&lt;br /&gt;
A user was kind enough to offer to help out with Unity, FBX testing.&lt;br /&gt;
&lt;br /&gt;
Here are things users could help out with.&lt;br /&gt;
&lt;br /&gt;
From my testing last week our FBX export works quite well, the reported bugs in the tracker are more corner cases, also added support for dupligroup instancing.&lt;br /&gt;
&lt;br /&gt;
'''Some random things you could help with:'''&lt;br /&gt;
&lt;br /&gt;
* First - use recent binaries if you can, try for no more then.... ~5 days old. - some bugs for were fixed since 2.58a release in FBX support.&lt;br /&gt;
* if you find any strange problems with FBX support, report a bug including the blend file &amp;amp; FBX, or mail me direct if you cant upload publicly.&lt;br /&gt;
* General feedback is welcome - things you think should be improved... etc.&lt;br /&gt;
* Possible presets for unity, currently we dont make use of operator presets but we could add presets for applications or workflows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Tasks (if you have time) '''&lt;br /&gt;
&lt;br /&gt;
* We have a testing framework for automated testing, would be nice to have a very simple character run-cycle - 20 frames or so, mesh + armature, simple so the test doesn't take too long to run.&lt;br /&gt;
&lt;br /&gt;
* Investigate textures / Unity, This surprised me but unity don't use textures defined in the FBX, you need to manually copy them into the assets DIR, this is more a unity problem then a blender one, but would be good if there was some way around it :S. &amp;lt;br&amp;gt;http://answers.unity3d.com/questions/124817/why-is-my-imported-fbx-file-not-showing-textures.html&lt;br /&gt;
&lt;br /&gt;
* (not urgent but could be nice) FBX supports custom properties as does blender, we could export these, does unity use them? - perhaps this is useful for tagging objects or game logic, if you're interested would be nice to check on.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ideasman42|Ideasman42]] 06:33, 26 July 2011 (CEST)&lt;br /&gt;
&lt;br /&gt;
== OBJ ==&lt;br /&gt;
=== Import ===&lt;br /&gt;
* Investigate a way to speed up loading complex meshes 100mb or so, with multiple groups/objects/materials.&lt;br /&gt;
&lt;br /&gt;
== VRML/X3D ==&lt;br /&gt;
=== Import ===&lt;br /&gt;
* Add support for IndexedTriangleSet&lt;br /&gt;
* replace own VRML parser with a VRML -&amp;gt; X3D converter so we can just load XML (low priority)&lt;br /&gt;
=== Export ===&lt;br /&gt;
* Add support for animation curve export.&lt;br /&gt;
* Add support for multiple UV/texture layer export.&lt;br /&gt;
&lt;br /&gt;
== Collada ==&lt;br /&gt;
For collada support I think it would be best if I help out with integrating  GSOC projects and move to development when they end.&lt;br /&gt;
Whats most needed IMHO is to get complex scenes and troubleshoot why they fail to load/export from blender.&lt;br /&gt;
&lt;br /&gt;
== PLY ==&lt;br /&gt;
Speedup import/export of large models.&lt;br /&gt;
&lt;br /&gt;
== STL ==&lt;br /&gt;
Speedup import/export of large models.&lt;br /&gt;
&lt;br /&gt;
== Omissions ==&lt;br /&gt;
* 3DS - This format is now reasonably well supported, with object hierarchy, materials, UV's&amp;lt;br&amp;gt;Speed could be improved but since this format is becoming legacy in comparison to FBX/Collada I rather just keep it working but not spend a lot of time developing it.&lt;br /&gt;
* DXF/DWG - These formats are quite complex, We have an addon to support these which is maintained by a volunteer developer, and we don't get many complaints that it fails. So I think this is ok and we can leave it like this.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Ideasman42</name></author>
		
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