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 / Exporting to fbx in max losing Vertex animation curves?
  RSS 2.0 ATOM  

Exporting to fbx in max losing Vertex animation curves?
Rate this thread
 
44387
 
Permlink of this thread  
avatar
  • bpoteat
  • Posted: 16 June 2010 10:50 AM
  • Total Posts: 28
  • Joined: 08 April 2009 09:26 PM

In 3ds Max (2010 SP1 32 on Win7 64) I created a simple scene with a cylinder, converted to editable mesh, then added a few key frames for animation on a few of the vertices. When I export to Fbx and try to import it, none of the curves for the vertices are there, where they would usually be under Object (Editable Mesh), Master Point Controller list.

Should this work? Are curves for vertices supported for fbx or am I maybe missing something on export/import?

* fbx exporter version 2011.3.

Appreciate any help that could be provided.



Replies: 0
avatar

Hi,

When you export to FBX, you are exporting translation, rotation, scale of the objects in the scene.  The animation of the vertices of those objects need to be cached before or during the export process in order to be retained.  Therefore, using your cylinder example, you would simply need to add a point cache modifier and everything should export correctly, retaining both object and vertex animation:

1. Create a cylinder and convert to E.poly or E.mesh
2. Animate a few vertices of the cylinder
3. While the cylinder is selected, create a Named Selection Set (i.e. “Cylinder")
4. FILE || EXPORT… to the FBX file format
5. In the FBX Exporter, choose ANIMATION || POINT CACHE FILE(S) (activate the checkbox and choose your selection set from the dropdown list)

RESULT: Vertex animation is now exported.  The point cache file will be saved in a _fpc folder named after the FBX file (i.e. test.fbx would have a test_fpc folder in the same location, containing the .mc and .xml point cache files).  You need to retain this extra folder in order to reimport the cache, of course.

If you created your point cache already in 3ds Max before the export process, that would work too.  See our FBX docs (question mark in the FBX Exporter) for more information.

Thanks.



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

Thank you for the response. I actually found this after posting but was hoping there might be a way to export/import actual keyframes/curves.

I am adding exporting of animation to a tool that already uses the FBX SDK for exporting and I found some code in the SDK examples for exporting point caches & I used that as a starting guide. My thinking was that just having the vertex point cache for animations would be a bit limiting to the artist once they export from our tool, but if that’s what we’ve got to work with, that’s how it is.

Is there a way to import the point caches and have them convert to keyframed values? Forgive me if this is a silly question; I am a programmer and not an artist so I don’t use 3ds Max regularly.

Author: bpoteat

Replied: 21 June 2010 10:25 AM  
avatar

That’s actually not a silly question; it’s a good one.

Once you create a point cache, you’re literally just storing the position of each and every vertex over time.  Once that data is imported into a program like 3ds Max, a point cache modifier is automatically applied and the point cache file(s) is (are) being referenced.  The point cache data is simple (effectively light and efficient to use for playback of scenes with a large number of nodes doing complex deformations all at once, for instance).  The point cache files don’t contain any of the original deformation information from the original 3ds Max scene, so reverting the point cache data to its original source data would only be possible by revisiting the original scene.  In other words, once it’s exported to FBX, all original vertex deformation is lost and replaced by the point cache.

You may be able to find alternatives on websites like ScriptSpot: http://www.scriptspot.com/ ... for instance, I found this script (I have no idea if it’ll work for you, but maybe it can grab the point cache modifier’s vertex positions and bake it back onto the mesh ... again, though, that’s being said without even testing it myself):
http://www.scriptspot.com/3ds-ma...ition-from-modifier-stack

Wish I could help you further, but I hope this helps in one way or another.



Replies: 0
avatar
  • bpoteat
  • Posted: 24 June 2010 03:11 AM

OK, I thought I was good to go. I had animation exporting and importing great using point cache, but I am losing ALL normals on the vertices on FBX import. Is this a missing feature, a bug, or is there some way I can retain my vertex normals?



Replies: 0
avatar

Sorry for the delay.  When you mention that you’re losing all your vertex normals, are you saying that your geometry isn’t rendering properly?  At this point, I think it would be best if you share an example file with me at fbxplugins @ autodesk.com (with some detailed steps) and I’ll have a closer look and see if my team and I can find the best workflow/solution for you.

Although perhaps by now you’ve already found a solution to your problem; if so, feel free to share it here.

Thanks!



Replies: 0