Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the “Software”), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
But there must be some reason as to why Kazuma doesn’t want this disseminated, otherwise he would have not have taken it offline.
I don’t particularly wish to undermine his intent. I’d rather he was happy and continued his work.
Sorry, my misunderstand for GPL.
I violated GPL and Autodesk EULA, closed distribution.
This is dynamic linking issue.
Blender python scripts must be GPL, and using dynamic link library from Blender python must be GPL all.
Therefore, GPLscript–>dynamiclink–>BL.pyd(source is MIT, not include FBX source)–>staticlink–>AutodeskFBX is conflicted.
Especially, I think GPLscript and BL.pyd are wrong.
I closed these.
…As a matter of fact, in Japan, injunction demand for GPL dynamic linking seems to be invalidate by copyright lows against US.
MIT source (bl-system google code) is NP?
Follow license pointed out by aomeoni,
Copyright (C) 2012 Kazuma Hatta
is MIT’s license. not GPLscript’s one.
NeXT,
I’ll make a executable version of BL.pyd, just convert FBX to own format.
and will make GPL script to execute it and just read own format.
This causes more slowly import/export, but Mac/Linux version is easy to create.
@uimac: could you please upload the python files to the google code repository? Because only at the moment you distribute the built pyd file the problem occurs. So distributing the python files should not be a problem. Many blender python addons are MIT licensed.
[Edit: original post]
I think the problem is that Blender is GPL, so the plugins must be GPL compatible except if the proprietary code runs in its own process. So Kazuma wants to separate his plugin into its own process, because the fbx sdk he uses is not compatible with GPL. His own code is compatible.
That means you could upload the files if you remove the pyd file (the pyd file is linked to fbx sdk, so that single file is the problem). But I completely understand if you don’t want to do that behind Kazuma’s back. But since he choose a very free license for his code, I think he would be ok with that. I hope he looks at these posts soon.
If the program dynamically links plug-ins, but the communication between them is limited to invoking the ‘main’ function of the plug-in with some options and waiting for it to return, that is a borderline case.
But I understand that he wants to be on the save side, even Blender foundation would surely not sue him over that.
I’m not really seeing how this violates the GPL (Autodesk EULA is another issue and/or their problem) unless you also distribute it with other GPL’d code.
Now if the Blender exporter itself was GPL then I could see the issue but that’s a simple matter of changing the license to MIT, BSD, etc… one that doesn’t care if you link with non-free software. Or add a special exemption for this BL.pyd to your gpl license, it’s your code afterall.
Also, there’s nothing that says that “Blender python scripts must be GPL” anywhere – if you want to eventually include it in trunk then it’d have to be GPL compatible but there’s no restriction on what end users can download/run within blender on their own computer.
Hey, I would definitely even PAY some money for exporter/importer like that!
If you can’t make it as part of Blender, you can make it as a standalone app - converter. FBX - Blend, Blend - FBX
This is SOOOO needed!
On the install page it is stated that I have to choose io_scene_msg_fbx.zip in a dialog. But where does this file come from? Where can I download it?
Thanks!!
This is the first time I can import shape keys into blender without importing them using many .obj or similar files. I lost the bone weights however, but I can solve that by importing a collada file.
[Edit:] The mesh has not vertex groups at all after importing.
As I said before, the latests versions fails to import my scenes. Since it was the change of the license or whatever this script is no longer working for me, I think this problem happends from to 0.8.3 to above.
Here’s a file for you to have a look, notice that has two different UV sets, the first one (UVMap) is working fine, but the second one (UVMap.001) is totally useless. Also notice that with the 0.8.1 version this file is working nicely but with the followed versions doesn’t work anymore.
This is amazing, thank you so very much. This is the only way that I got blend-shapes of dota2 models to import to blender. It doesn’t currently import the skeletal binding on dota2 models for some reason but I don’t need it currently, since I can get that from the *.smd importer for blender.
Just try to open the head and you’ll see that it perfectly imports the blendshapes but the skeleton rigging is non-functional. But in closing I just got to say THANK YOU VERY MUCH and great work.
For me bone weights are working now. I have a fbx with bone and shape animation, the animations are not imported in my case. But still excellent work uimac, thanks a lot.
Note: for those needing quads in the import like me change:
Not working for me, i just created simple sphere in 3d Studio Max 2013 and after import in Blender 2.66 everythink is messup.
I try to import and sofa model with medium geometry same problem, no uw, no smoothing groups, everythink is triangle.