Since last report, main missing feature was added to Export, and Import was greatly improved :
* Shapekeys export has been added, including animation (only for relative shapes, n o support for absolute ones’ animations currently).
* Armatures import was added (though there is a remaining unclear issue about bones’ orientation).
* Shapekeys import was added.
* Limited animation import was added, for loc/rot/scale of objects and bones, and values of shapekeys.
Last point needs some precisions – we currently always read FBX curves assuming linear interpolation. This means that if you FBX file has some fancy Bézier-like interpolated anim curves, results will be rather poor. In a word: bake your animations at export time! Note complete import support for FBX anim curves is a TODO, but not a top-priority one currently…
As usual, a bunch of more minor enhancements and bug fixes was done too.
And as usual, we need testing, testing and even more testing of the whole FBX io addon – complete feature should be in Blender nightly builds within a few hours. Just be kind, and if you find some failures, report them with a tiny FBX file illustrating the issue, not a whole multi-MB project one. 😉
By breaking the existing script interface and changing the way curves work you have done a tremendous disservice to the people that need FBX export the most.
The fact that you got the funds to do this development in part from Unity Tech, but couldn’t be bothered to keep the old interface intact tells me you are not competent for this kind of work. You don’t understand the priorities, at all.
All you would’ve needed to do is to keep this path to the ASCII code intact:
“io_scene_fbx.export_fbx.save”
You could’ve had named the new export “save_bin” or “save_new”, or something like that, instead of keeping the name but breaking the interface nonetheless. Instead, you expect Unity (and everyone else) to clean up after you. The idea that you couldn’t just easily support this is nonsense.
Secondly, you don’t understand that people absolutely *need* the classic FCurve workflow. The new “baking” workflow is a nice feature, but only if it is optional. It can’t just replace the old workflow, and you shouldn’t be wasting everyone’s time by just changing this without being explicit about it.
I sincerely hope you can be bothered to keep the old ASCII export around, as long as you have these regressions in the binary exporter.