I think the really important data is the matrix hierarchy, mesh data, animations, and weighting. Everything else is just fluff that may vary depending on the implementation.
So I am seeing this as not only a good file format, but as a base that can be extended to support whatever custom data the programmer needs. I'll make the exporter sources open and free so people can modify and add to them as they see fit. As it is now, you can have things like multiple texcoord sets and you can expand the format without breaking existing loaders. You could in fact implement a multi-surface design by adding multiple TRIS blocks.
The thing I have had problems with was getting animated skinned mesh data from modeling packages to my engine, so I think if that core functionality is provided, this can help a lot of people. Then they can modify the exporters however they see fit to add their own functionality.
So I am seeing this as not only a good file format, but as a base that can be extended to support whatever custom data the programmer needs. I'll make the exporter sources open and free so people can modify and add to them as they see fit. As it is now, you can have things like multiple texcoord sets and you can expand the format without breaking existing loaders. You could in fact implement a multi-surface design by adding multiple TRIS blocks.
The thing I have had problems with was getting animated skinned mesh data from modeling packages to my engine, so I think if that core functionality is provided, this can help a lot of people. Then they can modify the exporters however they see fit to add their own functionality.