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/Importing animation of diffuse color
  RSS 2.0 ATOM  

Exporting/Importing animation of diffuse color
Rate this thread
 
58861
 
Permlink of this thread  
avatar
  • Location: Kaunas
  • Total Posts: 32
  • Joined: 11 December 2009 06:23 AM

Hi,

I though I’ll implement loading of animation of diffuse color (from standard materials). But after looking deeper into it I can’t seem to find a way to export these animations into FBX (tried: 3dsMax 2010 + FBX 2011.3.1; 3dsMax 2012 + FBX 2012). Am I doing something wrong? FBX doesn’t support animated properties on materials?

It seems that FBX has support for animated custom user properties. Can material properties be exported as those? Do standard FBX exporters have support for that?

Thanks a lot,
Paulius Liekis
Unity Technologies



Replies: 0
avatar

Hi Paulius,

No, FBX doesn’t supported animated properties for materials and textures. And I don’t think you can set animated user properties on materials and textures, I think it would fail because they are stored differently than nodes and node attributes.

Sorry,



Viviane Rochon
Maya Data Platform
Autodesk

Replies: 0
avatar
  • eTill
  • Posted: 09 March 2012 12:18 AM

Hi,
brand new to this forum…
Why not support color and texture animations?
Will it change soon, and when?

These are big missing features, ...



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

Hello eTill!

Unfortunately, there are no plans for texture animation support presently.  Color animation on the other hand is in the works and will hopefully be included sometime in the near future.

Cheers!
Carlos

Author: CarlosC

Replied: 09 March 2012 05:13 AM  
avatar
  • eTill
  • Posted: 10 March 2012 09:04 AM

Hi,
great to have an answer, and good to know parts will be handled.
Why nothing on textures?
And why this has not been taken in account yet?
It seems to me these are very basic needs, that offers a couple of common ways to acheive standard effects…



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

Hi again eTill,

The FBX format is a carrier of information to various platforms/applications that each have their own way of handling different types of data.  What you refer to as “standard effects” may seem simple on the surface to translate, can be painstaking to translate because a “common ground” has to be found, and, as with all translations, something will get lost increasing the degree of difficulty.  As well, historically, the prority has been given to developing the FBX system for the transportation of animation and rig data, only recently have other priorities such as surface animations come up.  With the invention of the “One-Click” workflow, the plug-in was reworked to start to include that sort of data and continues to do so.

Finally, developement of features in the FBX SDK and plug-in is mainly driven by user needs, (the more weight they have, the more chances of seeing it done). Along with this, how these new features fit in the developement schedule as planned by the designers.  In other words, we wait to see if enough people ask for it and then we try and fit it into the schedule.

Hope this gives a better idea on how the process of deciding what features makes it into the plug-in works.

Regards,
Carlos

Author: CarlosC

Replied: 12 March 2012 07:06 AM  
avatar
  • eTill
  • Posted: 12 March 2012 12:49 PM

Hi Carlos,

and many thanks for your answer.
I definately understand your needs for developments.

However, my feeling is that, as color animation, texture animations (coordinates at least) are all relying on common concepts, at least on standard OpenGL ones (and affiliates - Lambert/Gouraud Shading, etc.), and could be adressed at th most on that level.
Another consideration might be that, even if it is not requested as mendatory by users (because there are plenty of workarounds, and users are kind enough to play with) it still can be worth to be implemented, on a regular level, since it’ll bring a robust common workflow, avoiding the use of too many separated unnecessary hacks.

Thanks for understanding.



Replies: 0