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13/11/2013 16:55:29

IanHolmes
IanHolmes
Posts: 8
Found a great 64bit converter today whilst banging my head against sketchup and ase. Its here http://images.autodesk.com/adsk/files/fbx20133_converter_win.exe. Now I can model in turbocad, blender, 3ds and export as .3ds.

The convertor effortlessly batch converts files to the 2013 fbx format (and others) which Muvizu reads ok.

Through trial and many errors I can also report that an object which is 6 units wide is about the same width as a standard head.

Its much less painful than the sketchup route in my opinion (and quicker)
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13/11/2013 17:03:19

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
you can export directly from blender to muvizu with no middle program if you like

http://muvizu.com/Wiki/wiki/106/fbx-scale-guidelines-scene-objects-vs-attachments

and here is a video on a quick and easy method of getting premade assets into muvizu from blender and how to add recognizable collision. Please note at the time this video was made there was a colission bug which is fixed now. If you export with y axis up and z forward it will work now 99.999% of the time (the fbx exporter in blender appears to have a bug that randomly asserts itself still ^^)

http://muvizu.com/Video/31664/How-to-use-Decimate-lower-Polygon-count-Impor


I dont know how people are doing it in sketchup I am allergic to sketchup but I do know that its dead easy to move stuff into muvizu from blender (as long as you know how ^^)
edited by urbanlamb on 13/11/2013
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13/11/2013 17:27:24

IanHolmes
IanHolmes
Posts: 8
I'll try that too..thanks
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13/11/2013 20:59:57

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
IanHolmes wrote:
Found a great 64bit converter today whilst banging my head against sketchup and ase. Its here http://images.autodesk.com/adsk/files/fbx20133_converter_win.exe. Now I can model in turbocad, blender, 3ds and export as .3ds.

The convertor effortlessly batch converts files to the 2013 fbx format (and others) which Muvizu reads ok.




This works brilliantly - couldn't be simpler - THANK YOU!
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14/11/2013 08:06:21

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
I think the link is broken - Any idea where I can get this ?

It's OK - found it -

http://images.autodesk.com/adsk/files/fbx20133_converter_win_x64.exe
http://images.autodesk.com/adsk/files/fbx20133_converter_win.exe

(I realise what has happened now - the full stop has become part of the URL in your post and confused me !)
edited by ukBerty on 14/11/2013
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14/11/2013 09:04:06

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
toonarama wrote:
IanHolmes wrote:
Found a great 64bit converter today whilst banging my head against sketchup and ase. Its here http://images.autodesk.com/adsk/files/fbx20133_converter_win.exe. Now I can model in turbocad, blender, 3ds and export as .3ds.

The convertor effortlessly batch converts files to the 2013 fbx format (and others) which Muvizu reads ok.




This works brilliantly - couldn't be simpler - THANK YOU!



The only issue with it appears to be that there is no way of removing the collision (as far as I can see)
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14/11/2013 12:37:36

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
I've had a quick play and it's certainly useful. As Toonarama says if only we had a mechanism for automatically removing (or reducing to ZiggyMesh) the collision.

There seems to be two versions of FBX files, ASCII and Binary. It seems that Muvizu only likes Binary FBX files, which is the what this converter produces.

I have a batch file to remove collision from multiple ASE files, but to remove from binary FBX files would be too hard for me I think. I could have a go at the ASCII FBX files, but I'm not sure there's much point.

Ideally we could do with a "Import with minimal collision" check box in Muvizu, on both FBX and ASE files - this would make everyone happy - those who hate collision and those that (wrongly) like it.
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14/11/2013 17:51:04

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
I'm about 99.999% sure that you can create the small collision cube needed even in sketchup and have it work. Just use the naming conventions set out in the wiki export it and run it through the converter it should all stay in place.
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14/11/2013 21:09:06

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
Thanks Urban, but the trouble is this all takes a lot of time. The great thing about the converter is that you can batch process a lot of objects.

The big advantage of ASE over FBX at the moment is that to remove collision on 20 ASE models takes me around 3 seconds. I doubt whether I could do it in under an hour using FBX.

Ideally the time to decide whether to remove (reduce) collision would be when you import into Muvizu. I wont hold my breath for this though !
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14/11/2013 22:33:02

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
Yeah not sure they would do this although theoretically anything is possible but it seems that it would screw up. Basically the build process is pretty standard (make an object and stuff a collision cube into it) so basically your asking them to help you with the build process. It would be cool to have a feature but I dont know it would be implemented to work consistently. Myself I am very used to adding collision manually and have to build all the assets anyhow so its another like 2 keystrokes or maybe if I want to get fancy 4 or 5. I also am unsure of how it would handle colission already built into the model from some other engine it would have to check and remove any past collision and replace it with its own cube

I am also pretty sure this autodesk exporter has been mentioned a few times here (or maybe that was another forum.. who knows)


anyhow just thought I would suggest it. Since I automatically add the needed or rather remove the collision with strategic cube placement it seems a redundant process to me but then i am a geek and I fully admit to my geeky and nerdy ways

I think the ziggy mesh worked well because ASE files are much simpler plus its ascii and not binary. FBX models have a lot more info in them and working with the binary would be more difficult. Anyhow never hurts to ask I guess.
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06/04/2016 17:25:30

wdeprospo
wdeprospo
Posts: 86
need some help...

I import an FBX file. It imports OK and looks good. I then save the set and reload it. Most of the FBX color and material is gone. Must the Directory containing the material be in a special place for Muvizu. And why does the color disappear?

Any help is usually good help.

William
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06/04/2016 18:07:30

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
The model info is supposed to be saved within the set file - does it do this with all FBX files, or just some? And what version are you currently using?
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06/04/2016 19:21:46

wdeprospo
wdeprospo
Posts: 86
Hi,

No, not all FBX files. I have two FBX files, a Swift Boat and a Shipyard Crane. Each multi-colored. It happens with these two files. Also a little experimenting showed - I saved both as favorites. When I load say the crane, it looks pretty good, then when I load the Swift Boat the colors change on the already loaded crane. It's almost like the colors have the same ID and the FBX colors are then changed to the most current color. After they both are loaded, I have trouble changing the first loaded FBX colors back to the original colors. The colors seem to get the toto.bmp pink color i use for ase files. Not a disaster, but very unusual.


1.7 - Build 2016.02.24.01R (64 bit) Windows 10
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06/04/2016 20:18:26

braj
braj
Posts: 286
There's a bug with transparent textures loading properly, anything I have that has a transparency I need to load manually after loading from a favorite. I think that may be related to what you are seeing.
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06/04/2016 20:25:08

wdeprospo
wdeprospo
Posts: 86
These are sketchup converted to dae then fbx. I will pull therm apart and see if they have transparent components. Thanks, It's a direction.
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06/04/2016 20:25:32

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
It's probably just those files then - I have recently discovered that FBX files aren't all equal. The standards they are made to are sort of variable, so one will work and the next one wont. This is why users like Urbanlamb use 3D Exchange to 'normalise' their models to be more compliant with all 3D engines.
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06/04/2016 22:56:27

wdeprospo
wdeprospo
Posts: 86
The models are as bit involved. As mentioned earlier, i'll probably manually reload them for each editing session. Thanks all, it's always a comfort talking to people who show an interest.
edited by wdeprospo on 06/04/2016
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