FBX Format Support? - Bones / skinning / Morpher / Blendshapes - Feature Request or Alternatives with assimp?

the fbx sdk is c++ as i know was the only problem, but honestly thouse formats are pretty much same as collada. u still not gonna do morph on cpu and pointcash is not that hard to implment…

@antokhio
You are right! The Collada format supports export and import of “Deformations” ( blendshapes, Morphershapes) its really not a very compatible format anymore.

After trying several import and export approaches it will skrew up my Charakter in one way or another. Right now it will destroy my UV mapping and IDS.

While trying to load Collada’s in VVVV nodes will blink red for a second, then wont load any kind of mesh untill i kill the node Collada or Assimp node and reload them / Restart vvvv.
The file Size is much higher and again, the loading times are scary.

I still carry around 3dsmax 2012 - 2015 in 32bit and 64bit, simply because its that much a hit and miss situation for me. :/ Using converter tools i find in 10 year old Planetquake forum posts etc is just really frustrating.

Found this post describing the same issues i have with the format. The format itself is fine but new software packages dont seem to support it properly:

http://www.mobilebits.de/Blog/post/2010/11/11/3D-Model-formats-Collada-or-FBX.aspx

yea that part is hell in 4v, the max biped also in max axis plane so it’s ok for baked animation, and not if u want to drive it. also i used 2008 maya, u can see build name in astroboy example…
the most part of characters stuff works in dx11, but there is no examples yet, and vux still have it in the state of implementing

i’m joining the bunch

i don’t like insane loading times, incompatibilty and destroyed UV coordinates.

therefore we (wirmachenbunt) would support an fbx plugin if it solves the problems mentioned. export from cinema4D as fbx is what we need.

maybe more ppl would add more gold to the pot and we find a willing dev to execute this matter…

edit:

interesting!
http://openendedgroup.com/field/LoadingFBXFiles

and the recent assimp build is doing fbx, right?

Didn’t test latest assimp build yet, but seems it supports fbx so that would make things easier than using fbx sdk (even tho from what I’ve seen it’s more complete, but if assimp can cover standard features it would be a good start).

Since I suck at 3d modelling, if someone can post the following:

  • One 3d object (with proper normals/uv and a texture)
  • One animated object
  • One model with bones

Would be great for testing latest version.

Maybe it would be good if people provided these examples to Vux from several 3d packages? Seems part of the problem with 3d assets > vvvv is that there are slight differences between exporters

I can provide the first of the 3 from Rhino 3d.

Sorry, bad post

Maybe a bit offtopic but i got this .dae file working with collada loader in dx9 but doesn’t work with assimp node in dx11…
File was exported with the last blender, any idea to make it work in dx11?

tetrahedon.zip (990 Bytes)

Hey Vux,

i can provide a Character but i can not share it public, its an ongoing game project so it would be great if its just for your testing. If your Ok with not sharing it and only using it for testing i can give you a link via skype / email :)

It consists of 5 Meshes ( Eyes, Teeth, Hair, Body)
The Body and Head are 1Mesh but have seperate Textures and UV.

Character has been rigged with http://www.mixamo.com which might be interesting for a lot of people.

Added 2 Eye Bones to the Mixamo Rig to work with Faceshift.
Has 44 facial expressions in Morpher/Blendshapes that work with faceshift which works well in unity.

I have one Version exported for Faceshift and one for Unity. Both want their own export Version. Unity always wants the uptodate version. 3DSmax 2014-15

I can also export it with keyframe animations.

i can provide a 3D seat with bones animation and textures, exported from cinema4D R15 to fbx in various fbx versions…the most recent seems 7.1

get in contact via skype and i’ll send you the package

I am also jumping on this bandwagon, we are trying to get an animation out of 3ds max but with no luck.
S.

it seems that there is a lot of fox stuff in the latest as simp build:

https://github.com/assimp/assimp/tree/master/code but ok that is just the unmanaged version - not sure if everything is already ported to assimp .net


looks promising

ok, i did some research and talks about the fbx / assimp stuff. please correct me if i am wrong but as far as i know now assimp do not use the autodesk sdk at all because of some licensing issues. so they wrote an own fbx importer from scratch.
in my understanding this is not really what we want because we dont know which feature level is supported right now and how. And we also dont know if it ever will make use of upcoming features. … so you have to deal with two sides - one is the fairly complex fbx format itself - the other is the custom implementation through the assimp library. At the end this means to me that we would always hang on that custom development someone started and maybe hopefully will taking care of it in the future.

i would say the only way to go for future save support of the industry standard would be to start wrting a managed wrapper for the autodesk sdk. therefore we have to define the first basic features (such as mesh loader, bones, blendshapes, camera …) as well as a standard export software because every company such as autodesk or maxxon uses different approaches in building up a model and a scene. And of course we could also talk about some funding for this project.

edit: antoher thing to research is the licensing behind the sdk - is it free to use in all cases?

best,

i.

Next dx11 release will support fbx (from what assimp can, so bones/hierarchy/uvs/models/animation).

yippieh, great news ;)

yeah sounds awesome. lets give it a try and see if it works for the most common features.

Yeah FBX would be great, no one seems to mention that FBX can export PLA animation while other formats like COLLADA CANNOT EXPORT PLA.
PLA is “point level animation” and it allows you to export 3d models which have “animated vertices”. Most exporters only allow for PSA animation (position, scale rotation of your models not vertices) but FBX retains PLA so you can animate your model’s vertices and create all sorts of crazy shit. GO GO FBX!!! And if we do go fbx, please can we make sure that vvvv allows for FBX import WITH PLA animation. Just sayinnnnnnnn… Peace thankx.

This is wicked, nice one guys.

u still gona need to load pointcash for that, and that’s pretty heavy…
also we tested on FBX issues with UV cords, so collada still gonna be better for now

hey i just build the latest master branch from git as i was told that it supports fbx allrady.

Is it normal that those builds do not feature all the fx stuff?
I followed the steps on git dx11-vvvv readme, used master instead of alpha, like i found it somewhere in the forum.
also updated submodule

When building the for Debug I still get an error Metadata file ~ \Debug\Ferraltic.dll couldnt be found.

But it works anyway with beta32.1 x86 - just fx and stuff missing.

I can copy this from the previous full release and everything behaves okey.

Was this build process okey or did I mess it up? :)

Anyway could’t make .fbx file to work with scenefile.

Realy want to try this though…