FBX 2 import export

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clintonman
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Re: FBX 2 import export

Post by clintonman »

trueBlue wrote: 23 Aug 2023, 18:27 Tried these two Wolf fbx files
Error:

Code: Select all

ERR   Source object: /Scripts/CustomCommands/fbxgroup2/callimport2 Error: Unspecified script error Line: 40, Char: 1 Script text:  ClintonsFBX2019Plugin.FBXimport(); 
The wolf has a few issues even when it does successfully import.
The skeleton joints all have a scale of 100, making them huge. - this needs a plugin code change
The skeleton has more than 1 root so there are skinning issues. The errors caused by this are fixed, but it still requires manually renaming the animation object to match the actor.
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Re: FBX 2 import export

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Update on wolf testing. Got rsx code in place to not allow scaling joints.
Downloaded the fbx wolf from the source, https://free3d.com/3d-model/wolf-rigged ... 42808.html
One of the samples, Wolf_with_Animations.fbx, caused a crash - crash bug was fixed and retested. this one didn't have the scale=100 from the other sample. In fact after fixing the crash everything worked like it should. Except, like the authors collada samples, the textures aren't linked to the files.
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Re: FBX 2 import export

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Update August 25

plugin ver 1638426
message boxes to select the take(animation clip) from the fbx file
script rename truespace animation clip to the fbx take name when transferring animation to actors
new Scale Unity option to force skeleton joints to a scale of 1.0 - not good for animation import, only good for skinning the mesh
fix crash bug having to do with actor bind poses
script stop multiple skeleton roots errors
clear status message

new utility script to convert light types. this is useful for fbx import to convert infinite lights to shadow casting directional lights
http://clintons3d.com/plugins/truespace ... elighttype
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clintonman
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Re: FBX 2 import export

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Discovered a bug.
Normals are not importing properly.
For now, use the "Autofacet" checkbox in the Import Options aspect to get decent mesh normals.
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Re: FBX 2 import export

Post by trueBlue »

clintonman wrote: 25 Aug 2023, 21:41 Update August 25



new utility script to convert light types. this is useful for fbx import to convert infinite lights to shadow casting directional lights
http://clintons3d.com/plugins/truespace ... elighttype
Nice :bananathumb:
Rename idea
//Node.Rename(newLights, delSN);
Node.SafeRename(newLights, newLight);
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Re: FBX 2 import export

Post by clintonman »

trueBlue wrote: 26 Aug 2023, 00:23
clintonman wrote: 25 Aug 2023, 21:41 Update August 25



new utility script to convert light types. this is useful for fbx import to convert infinite lights to shadow casting directional lights
http://clintons3d.com/plugins/truespace ... elighttype
Nice :bananathumb:
Rename idea
//Node.Rename(newLights, delSN);
Node.SafeRename(newLights, newLight);


Thanks.
I want the replacement lights to have the same exact name as the original lights.

weird, quoted your post and got the italics style
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Re: FBX 2 import export

Post by trueBlue »

I do not know if this is because the way the fbx is written or the FBX Importer creates the shaders correctly
The DefaultModelTextureShader is correct for the troll
DefaultModelTextureShader.png
.
The Collada Importer's DefaultModelTextureShader always creates a shinny object
So, whatever you are doing with the FBX Importer, it would be great if you could do the same for the Collada Importer

The Status Message is stuck
Status message is stuck.png
Status message is stuck.png (1.72 KiB) Viewed 509 times
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Re: FBX 2 import export

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Update August 26


removed mesh normals import - not working and no easy fix
script get non-actor animations clip name from the fbx take name
rsx plugin updated but no version change
"Skeleton Nodes as Joints" default checked - better too many than too few, if the skeleton imports with too many joints uncheck and re-import
"Scale Unity" false by default - to prevent hiding any actor scale problems
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Re: FBX 2 import export

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WolfNoScaleUnity.jpg
Wolf.fbx
Imported Wolf sample has a scale of 100, tS only works properly with scale of 1

WolfScaleUnity.jpg
Wolf.fbx
Imported with Scale Unity option checked. This can be skinned to a full actor after some work. Animation import will not work.

WolfGoodSample.jpg
Wolf_with_Animations.fbx
Good Wolf. Skeleton scale is 1. Image is from before Transfer Bind Pose and Skin were run

Wolf fbx samples from:
https://free3d.com/3d-model/wolf-rigged ... 42808.html
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Re: FBX 2 import export

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Miximo01.jpg
Imported miximo sample
The skeleton is close, but not correct.

Miximo02.jpg
Transfer Bind Pose run once
First run result is bad.

Miximo03.jpg
Transfer Bind Pose run a second time.
Now it looks good.

This shows why the Transfer Bind Pose may need to be run more than once to get a good bind pose.
It also shows how some fbx files will generate extra unneeded joints. The head has an extra bone sticking out.

Miximo04.jpg
Re-imported with "Skeleton Nodes as Joints" option unchecked, transfer bind run twice
No extra bones
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