Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® FBX® / FBX Plug-ins Import-Export Discussions / CAT supported by FBX?
  RSS 2.0 ATOM  

CAT supported by FBX?
Rate this thread
 
32597
 
Permlink of this thread  
avatar
  • Location: San Francisco
  • Total Posts: 44
  • Joined: 19 April 2008 04:27 AM

Is CAT properly supported for export by FBX?
http://www.softimage.com/products/cat/



Replies: 0
avatar

(bump)
Still looking for a reply on this one.



Replies: 0
avatar

Hi Amir,

Sorry about the delay in response.

The official Autodesk answer to this is no; CAT is not yet officially supported by FBX.  We’re currently investigating this.

I can tell you (and anyone else reading this post) that we’ve identified 2 standout issues when using CAT with FBX, with the help of one of our users using 3ds Max, CAT and FBX, with the Unity game development tool.  These issues are actually reproducible with 3ds Max and FBX, without the CAT plug-in installed, however since CAT relies on these functionalities, they do pose serious limitations with exporting CAT rigs to FBX.  This is the conclusion that was recently sent to the client:

The 3ds Max FBX plug-in does not currently support the following:
1. PRS link inheritance properties
2. Non-orthogonal matrices

1. PRS link inheritance properties
Our plug-in is ignoring the Move/Rotate/Scale inheritance properties found in 3ds Max’ Hierarchy panel.

CAT uses these properties (replacing this rollout with its own) to perform squash and stretch.  Again, FBX ignores these properties, whether in the CAT context or not.  Once these scenes are exported, none of the inheritance properties are evaluated by the FBX exporter, and so the properties aren’t stored in the FBX file.  Additionally, all imported scenes have these properties all set to active by default.  So that’s FBX limitation number one in a nutshell.  We will first look into supporting scale inheritance.  As scale compensation (Maya’s equivalent) is already supported as a flag in our FBX SDK, this would be a modification to our 3ds Max FBX plug-in.  The next step would be to support move and rotate inheritance as well, in the FBX SDK.  We need to look into this.

2. Non-orthogonal matrices
I want to clarify that we are supporting standard non-uniform scaling with FBX technology.  We are however not supporting non-uniform scaling along non-orthogonal matrices (where unique pivots are used for scaling).  You can see this quickly by following these steps:
- Create a Cube primitive in the perspective viewport
- Rotate the cube along the Y-axis by 50 degrees, using the “View” Reference Coordinate System
- With “View” still as your reference coordinate system, scale the object in the X-axis by 50 percent
REVIEW: Your object is now skewed.
- FILE>EXPORT… to FBX
- FILE>IMPORT… using the Add to Scene option (to view the differences between the two objects)
RESULT: The skewing of the scale is gone in the imported object.  Instead of being scaled according to a different pivot point (in this case, using the “View” coordinate system), it’s scaled according to the object’s local pivot.  The object is still a squared cube.  Unfortunately, our FBX warning doesn’t appear during the export, which would normally indicate that this type of transform is not supported (I’ve logged this as a defect).  This is the warning you should get:
o The plug-in does not support the non-orthogonal TRS matrices. Such deformation or animation may not be converted correctly. Some information will be lost:
-Box01

To explain this further, I posted a message elsewhere on this forum explaining the error message:
To answer the initial question/post in this thread, you are receiving that error message because there is a non-uniform scaling of objects exported to FBX, using non-orthogonal matrices.  In other words, a pivot has XYZ axes and when these axes are not perpendicular to each other (when non-local pivot scaling is performed, i.e. using the “View” Reference coordinate system for scaling in 3ds Max), skewing occurs with scaled objects.  3ds Max and Maya allow for this, but FBX currently does not support this data in the resulting exported file.

And so that’s limitation number two.  It has also been logged as a suggestion for improved 3ds Max property support in FBX.

Let me know if you have further questions, Amir.

Trevor Adams
Autodesk FBX QA



Replies: 0
avatar
  • drgahnzo
  • Posted: 07 July 2011 05:29 AM

Hello,
Wondering whether there has been any progress made on these issues over the last 20 months or so?  An associate is attempting to import a CAT-rigged model into Maya via FBX and is still encountering the issues outlined in this post.  Is there any known workaround or, failing that, any recommended 3rd party solution? 

Thanks,

PB



Replies: 0
avatar
  • CarlosC
  • Posted: 06 October 2011 08:04 AM

Hello drgahnzo,

We are still looking into this issue and hopefully we’ll have something to tell you in the near future.

Cheers!
Carlos



Replies: 0
avatar
  • Javxtm
  • Posted: 09 February 2012 09:48 AM

I rigged the skin with cat bones and animated. When I export this as a FBX and import to my GameCore2 engine and Results : Bones are animated but skin is not :(
Problem is FBX exporter can’t find cat bones type!
I’m using 3d max 2011 and FBX Plugin version 2011.1. but i usually export as FBX 2006. Cuz Gamecore2 is compatible with only this
And there is no compatible plugins which can export animations for my gamecore2 3D
how can u help me guys?



Luiland Gorzerk

Attachment Attachment
Replies: 0
avatar
  • Javxtm
  • Posted: 10 February 2012 09:12 AM

still waiting! Zzzzzzzzzzzzzz



Luiland Gorzerk

Replies: 1
/img/forum/dark/default_avatar.png

Hello Javxtm,

The issue you are running into isn’t about the bones, but has to do with the type of geometry you are using.  Looking at the image you attached, it seems that you skinned your rig with either nurbs or patches (see the first warning).  This a problem because the FBX plug-in will automatically convert those into polys and in doing so, you will lose your skinning.

When exporting a CAT rig from Max, the plug-in will covert the cat bones into a different type of bone so that it can be imported into different software, you can see that if you re-import that file back into Max, the bones now look more like a skeleton.  This is by design since other softwares such as Maya do not use CAT rigs. Even though they are converted, they are supported.  You can still send CAT rigs to Maya or Motionbuilder for example through the one-click workflow.

If you do end up converting all your geometry into polys and still find that your game engine does not import the file correctly, that could be a limitation of the engine itself.  While we build our plug-in to work with all Autodesk products, we do not support non-Autodesk software.  You’d have to contact the developer of the engine. 

Lastly, if the engine is forcing you to use an old version of the FBX plug-in such as 2006, there is a possibility that a feature that you would need may not be included in that version.  Since FBX 2006 is no longer supported, you would have to find out a way to use newer versions of the plug-in with your engine.  Ideally, you would use 2012.2 since that is the newest one released for Max 2011.

I hope this information is helpful, let us know if you have any more questions,
Regards,
Carlos

Author: CarlosC

Replied: 16 February 2012 03:43 AM  
avatar
  • Javxtm
  • Posted: 17 February 2012 02:40 AM

Thanks for reply but I’ve already fixed it
Yeah! u were right there was some nurbs I was noob :) “it seems that you skinned your rig with either nurbs or patches”
Look I got a question…
how to make anim layers while exporting cat’s anim layers by fbx? fbx does not export the anim layers correctly.
it exports only one layer and when i import cat’s clips to cat bone it merges first layer to imported layer clip.



Luiland Gorzerk

Replies: 1
/userdata/avatar/ep6k7qgt5.jpeg

HI there ,
If I’m understanding your question right .
You’re trying to export cat layer out of Max using FBX?
If so ... at this stage the animation even if using cat layer on the cat will be baked on export.
I’ve tried using many layers and a motion layer on top . The result I got is the same , everthing was baked.
Are you doing something different? maybe you could give me more information, I will be happy to help.

Cheers
MC

Author: mclaude

Replied: 17 February 2012 08:00 AM