Re:First time a Blender-made production has won the Golden G...
by raxxor on Wednesday January 08, 2025 @03:21AM
(#42632185)
Yes, you need the game specific runtime formats and for user generated content the toolchain used is relevant. Some of the most popular games with modding support had model and animation import locked behind proprietary solutions that were used when the games were created. Nothing wrong here, but if this toolchain used more open tools, the entry barrier is lowered and import/export would be much easier.
Sure, at some point people created specific plugins for Blender as well, but it creates additional hurdles. And the middleware used is also important. Havok did pose problems for import/export of models in Blender. Of course these are other licensing constraints again that are not only affecting Blender.
Different studios have very different needs for scaling their production. Blenders suitability varies greatly by the project and needs. For example, it’s used on Spiderverse for specific things but cannot scale to do the entire animation production yet.
Your second point about user generated content makes no sense imho. Games don’t use DCC files for runtime. They will have their own runtime formats that are generated during the build. Blender is just an unsuitable or suitable as any other DCC in that regard.