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You are here: Homepage /  Blogs /  Mayalicious / FBX Updates and Unreal Support
FBX Updates and Unreal Support
Posted: Mar 10, 2010
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In addition to the updates to Maya, Maya Composite and MotionBuilder, we have updates to FBX and Unreal has confirmed their support for FBX. I think this will really make it easier to work between Maya, MotionBuilder and Unreal :)

As for FBX, you can read details here or follow down for the summary.


Animation Layers

Engage in improved workflows between Autodesk® Maya® 2011 software and Autodesk® MotionBuilder® 2011 software with extended support for animation layers to match the updated toolset in MotionBuilder 2011; baked evaluation of layers is also supported. In addition, auto key behaviors are now unified and are preserved between Maya and MotionBuilder.


Python Binding

Create and manipulate FBX data using Python. FBX technology can now be integrated into pipelines without the requirement to write C++ code.
FBX Importer for Unreal Editor

Create and animate models in Maya, Autodesk® 3ds Max® 2011 software, or Autodesk® Softimage® 2011 software, export as FBX, and then import them into the Unreal Editor; supports static and animated meshes and skeletons.
 

New File Format (v7)

Save time, disk space, and memory with an improved version of the FBX file format that produces smaller files and offers improved read and write performance.
 

Smooth Mesh Preview

Enhanced support for the Smooth Mesh Preview modeling technique available in both Maya 2011 and 3ds Max 2011 means lighter models can be transferred to games, and, with a Microsoft® DirectX® 11 enabled graphics card, automatically rendered at the required level of detail.
 

Instances

New support for instances helps eliminate unnecessary duplication of identical structures within a scene graph, helping increase efficiency.
 

FBX File Referencing

Directly reference FBX files within Maya 2011 and 3ds Max 2011, without the need to first convert them to the application’s native format.
 

Sun and Sky Environment

Use FBX to seamlessly exchange Sun and Sky Environments between 3ds Max Design 2011 and Revit Architecture 2011.
 

Levels of Detail (LOD)

Levels of detail can now be written to and read from FBX files in both Maya 2011 and 3ds Max 2011.
 

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Posted by Gianluca on Mar 11, 2010 at 01:10 PM
you MAY 'import a scene from revit 2011 or max 2011 full of texture and uv in maya 2011?
Posted by Gianluca on Mar 11, 2010 at 01:10 PM
you MAY 'import a scene from revit 2011 or max 2011 full of texture and uv in maya 2011?
Posted by smcclelland on Mar 11, 2010 at 03:48 AM
Yes, this implementation is a lot different from the current Collada implementation as it's native FBX support. LOD support is in there for static mesh objects as well as skeletal mesh support from an FBX 2010 file using LOD groups from say Max or Maya.
Posted by mogkc on Mar 11, 2010 at 02:13 AM
I probably should have included a link to here where they talk about some of the benefits of using FBX for this:
udn.epicgames.com/Three/FBXImporting.html
Posted by claydough on Mar 10, 2010 at 10:27 PM
exporting lod to unreal from a single ( DAE?? )file would be nice.
Maybe in a future UDK.

Is the Unreal FBX Support different from the Collada FBX workflow supported now?