I still wonder why the industry have to keep change every year for a new, or could be old, not used by many, and make it a standard, extension ... Like, i know it could have some good things, and be better, but cmn... FBX existed for years, every game you open, that have been made on Unreal Engine or UDK, have always used FBX... Yet, we still use that useless STL extension for 3D printing ... it's a joke right xD? ahaha
Yeah, it seems there is always issue with format support in apps. USD has been around for a while be just now getting adopted, but mainly in VFX. Unreal now has support for USD.
FBX has a lot of problems. It's a completely proprietary format, and any implementation outside of Autodesk's software is essentially reverse engineered, and every implementation is different. That's why you have huge issues like nobody knowing how to import keyframes with constant blending, or how to properly handle axis conversions with multi-nested objects across different software. USD and GLTF are some of the leading "solutions" to that problem, offering a much more open format guide for consistent implementation across software. USD in particular is a round-trip format, meaning it can be important and exported from any software with no troubles, akin to a text file. FBX doesn't really work this way, and is meant to really only be the end result of other source files combined. USD also supports a good number of features that FBX does not
You completely did not understood how powerful usd is. I prefer watching some more tutorials about usd in general. Then you will see whan nonsence you wrote.
Portrait mode video looks great on my widescreen monitor ;-)
Yeah ; ) These videos are for RUclips shorts. I’m experimenting with quick clips as shorts. My main videos will always be 16:9.
Yeah nah, portrait mode is not at all working for me.
@@hwebster My main tutorials are always 16:9 widescreen. Just posting a few tips as youtube shorts.
Dude we took extra damage
you need to crop the video in on what matters. cant see shit. Look at how other people post their tutorials, this is not working.@@wes.mcdermott
I still wonder why the industry have to keep change every year for a new, or could be old, not used by many, and make it a standard, extension ... Like, i know it could have some good things, and be better, but cmn... FBX existed for years, every game you open, that have been made on Unreal Engine or UDK, have always used FBX... Yet, we still use that useless STL extension for 3D printing ... it's a joke right xD? ahaha
Yeah, it seems there is always issue with format support in apps. USD has been around for a while be just now getting adopted, but mainly in VFX. Unreal now has support for USD.
FBX has a lot of problems. It's a completely proprietary format, and any implementation outside of Autodesk's software is essentially reverse engineered, and every implementation is different. That's why you have huge issues like nobody knowing how to import keyframes with constant blending, or how to properly handle axis conversions with multi-nested objects across different software.
USD and GLTF are some of the leading "solutions" to that problem, offering a much more open format guide for consistent implementation across software. USD in particular is a round-trip format, meaning it can be important and exported from any software with no troubles, akin to a text file. FBX doesn't really work this way, and is meant to really only be the end result of other source files combined. USD also supports a good number of features that FBX does not
You completely did not understood how powerful usd is. I prefer watching some more tutorials about usd in general. Then you will see whan nonsence you wrote.
you wanna blind my eye...
Ah yeah that is a very bright green : ) I am staying away from that layout.