Fbx4v


#1

is it possible to use fbx4v to implort basic animation data ?
i dont seem to find any resource in contributions regarding fbx


#2

what kind of animation you want? if its objects - loc rot scale and rigs, then assimp should be enough


#3

i am after changes in vertexes

like this http://gph.is/2HQpjzR


#4

ahem:

“Blendshapes”
“Handling node transformation hierarchy properly”
“Instantly use rigged meshes (skeletal animation) coming right from the main SkeletalMesh node”

The bullet points right in the middle of the contribution page after a demo video showing animation done with facial blendshapes using FBX4V.
Also the main girlpower patch shows a model with cloth simulation baked into blendshapes and you can clearly see how to use it.
There are some technical notes though: devvvvs abruptly changed how enums work which shot modules relying on enum reflections in the foot. This means newest alpha or RC doesn’t work with FBX4V yet.


#5

nice! will get back when i manage to install it,
did a basic vpm install, still have red nodes
btw, should vpm not recommend to get ecosystem ?


#6

@microdee: “enum reflection on pins” should still be happening. the alphas just also come with the explicit versions of enum2ord, string2enum (…). Do you have an example of a module that doesn’t work anlonger?


#7

I release my packs with vpm so I don’t have to write elaborate articles about how to make my stuff work. at least that was the aim. I feel like vpm now is on a similar reputation level as ubisoft uplay or EA origin, which I would happily fix if I wouldn’t have 300 other things on my bucket list

@gregsn: regarding enums I still need to test that.


#8

@microdee: alright, thank you!