SaltyCowdawg wrote:Manuel wrote:1) The official way: A Blender tool, that will act on the imported dae/fbx, creating controls, IK, etc (still to write)
Does this mean the MHX export/import is going away to be replaced (unofficially) by MHX2?
The mhx suffered many problems.
For example it was not a real exchange format, but a Blender script (it was needed to EXECUTE it, not just load it). So it worked for Blender only, and it was very tied to Blender api, very sensible to variations in Blender version etc..
The mhx2 is much better, since it's pure data in json format. More stable, independent from Blender, and suitable to be loaded in other software too.
But since Thomas has decided to include many special functions not planned in the official roadmap, that we judge not stable/good enough, for example the shapekeys that were abandoned in alpha7 because they didn't work on any character (also they were not WYSIWYG in MH), or particle hair that are not generated in MH (again not WYSIWYG in MH) and other things, it will an independent unofficial project.
The official way will be to spend more resources on standard formats, like fbx and dae, in order to better support an high range of software.
Then, for Blender, we will release a simple and stable script that will create the animations tools on the imported dae/fbx character.
In parallel, we will provide some libraries in .blend with various materials, designed for our characters.