Comments (2)
Short answer: Not impossible, but don't expect in near future.
First time I implemented this crate, the primary purpose of this crate is to test the API and usability of the lower-level library fbxcel
, and to experiment how the high-level API should look like.
You might perceive this extreme experimentality of the current codebase from the version 0.0.9
...
(Off topic: the reason this crate currently does not support animation is, test assets I used simply does not have animation data with enough quantity and variations.)
The current codebase is written without guessing concrete usage, is written partially very straightforwardly (but not so simple and too many boilerplates), is immature modules structure, and have some other bad points in wide range to be fixed.
I've been feeling I should make some design decisions, and make the crate more maintainable with the right design, before more people depend on this (experimental and immature) crate and new features are added.
So,
- Maintenance speed of the current code base is low, since I'm planning to rewrite them.
- However I'll accept small changes and/or bug fixes.
- I'm still willing to develop this library, but new features (including animation support) will based on the rewritten code.
- I'll implement animation when I think I understood animation-related schema enough, but it won't come soon.
Sorry to keep you waiting.
from fbxcel-dom.
Sorry to keep you waiting.
It's okay :')
from fbxcel-dom.
Related Issues (10)
- Remove dependency to `failure` HOT 2
- Easy Traversal of Scene Graph? HOT 4
- Avoid Deref polymorphism HOT 1
- Add more examples HOT 2
- Compile error HOT 1
- Negative index not allowed HOT 2
- Getting transformation data of an node HOT 3
- Total rewrite HOT 1
- Hi, how to get fbx models skeleton and what's more even modify the skeleton names?
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