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Hi again eTill,
The FBX format is a carrier of information to various platforms/applications that each have their own way of handling different types of data. What you refer to as “standard effects” may seem simple on the surface to translate, can be painstaking to translate because a “common ground” has to be found, and, as with all translations, something will get lost increasing the degree of difficulty. As well, historically, the prority has been given to developing the FBX system for the transportation of animation and rig data, only recently have other priorities such as surface animations come up. With the invention of the “One-Click” workflow, the plug-in was reworked to start to include that sort of data and continues to do so.
Finally, developement of features in the FBX SDK and plug-in is mainly driven by user needs, (the more weight they have, the more chances of seeing it done). Along with this, how these new features fit in the developement schedule as planned by the designers. In other words, we wait to see if enough people ask for it and then we try and fit it into the schedule.
Hope this gives a better idea on how the process of deciding what features makes it into the plug-in works.
Regards,
Carlos
Author: CarlosC
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