this would be an instant buy as soon as it gets an export functionality. even at a higher price. landscape prototyping with this, creation of buildings and individual assets with AssetForge and then combining both in Godot, adding the finishing touches like lighting, word environment and shaders would be the perfect setup.
CarstenHintz
Recent community posts
it would realy be helpfull if AF exported models not in he ASCII but in the binary .fbx format.
actually a .dae export would be even better, because my AF models get used in the Godot engine (Godot can import .obj and .dae - but if I want to specify textures etc. in AF and use them afterwards, .dae is obviously the only option).
as it is my creation pipeline for static models is AssetForge -> fbx-converter (from Autodesks fbx sdk) -> Blender -> Godot.
this is because the file format has to change accordingly: [AF] .fbx (textual) -> .fbx (binary) -> .dae [Godot]
again: ideally I would get rid of the Blender step as well, but at least converting one fbx-format to another version feels like loss of lifetime. :-(
if anybody can link me to an Blender importer to handle textual .fbx this would be great as well. I found none so far.