The Area http://area.autodesk.com/forum/ The Area en Copyright 2012 2012-02-10T01:49:20+01:00 CAT supported by FBX? http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/cat-supported-by-fbx/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/cat-supported-by-fbx/page-last/#When:14:48:18Z Is CAT properly supported for export by FBX? http://www.softimage.com/products/cat/ 2012-02-09T14:48:18+01:00 Fbx file going into 3ds Max http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-file-going-into-3ds-max/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-file-going-into-3ds-max/page-last/#When:07:14:24Z G'day to all I am attempting to take a file in Maya and putting it into 3ds Max. I have only recently started using the FBX converter and am not sure what I am doing wrong. When I import it into 3ds max Nothing appears or I get an error saying " polygon index error ". Does anybody know what I might be missing here? 2012-02-08T07:14:24+01:00 FBX to UDK issues http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-to-udk-issues/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-to-udk-issues/page-last/#When:11:19:30Z My problem is when i export to fbx and import the mesh, or meshes into UDK, they all seem to loose any mapping, it actually seems more like i have 2 of the same meshes being merged on top of each other in the exact same spot, when i dont. I usually collapse all the modifiers to an editable poly, and center them all in the world on top of each other, but i didnt think that would be a problem as it imports them all into seperate meshes in udk. i first had this problem when i was trying to import 2 other meshes. I had them setup, just a plain sphere and a rounded square with 4 lod's including the base, for each. as well as collision models, and i got the same effects. Ive looked around but cant seem to come up with a solution. (only thing i have found but havent tried yet is freezing transformations, but idk how to do that?) 2012-02-03T11:19:30+01:00 vertex normals destroyed when converting from OBJ to FBX using FBX Converter 2012.1 http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/vertex-normals-destroyed-when-converting-from-obj-to-fbx-using-fbx-converter-20121/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/vertex-normals-destroyed-when-converting-from-obj-to-fbx-using-fbx-converter-20121/page-last/#When:11:00:58Z I've gone through almost all of the older FBX converters, and the only one that actually functions properly (the surfaces of the object are preserved correctly), is the 2009.3. 2012.1 totally destroys the vertex normals, and all of the 2010 and 2011 versions have surface issues. Some versions partially kill the vertex normals, very strange. What is the method to address these problems and give feedback to Autodesk? I really can't use 2009.3 as it takes 35 seconds to convert an OBJ as opposed to just a few seconds for 2012.1. thanks! 2012-02-03T11:00:58+01:00 FBX plug-in 2012.2 failed to initialize in 3DSMax. http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-plug-in-20122-failed-to-initialize-in-3dsmax/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-plug-in-20122-failed-to-initialize-in-3dsmax/page-last/#When:19:06:17Z I installed the 2012.2 fbx plugin on 3ds max 2010 32bit. but when I boot the max, it failed to load the fbx plugin, it says: [quote]“failed to initialize Error code 127”[/quote] my system is windows7 64bit, the max already installed sp1. Somebody help me~~~ 2012-02-02T19:06:17+01:00 3ds max note track exporting http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/3ds-max-note-track-exporting/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/3ds-max-note-track-exporting/page-last/#When:07:00:46Z Hi, Does FBX support note track exporting in 3ds max? We would like to use note track to mark animation start and end frames, because fbx exporter doesn't currently support animation layers. 2012-02-02T07:00:46+01:00 New FBX Update required if possible! http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/new-fbx-update-required-if-possible/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/new-fbx-update-required-if-possible/page-last/#When:06:38:52Z Dear Auto-desk plz plz could you bring out a new fbx update which in the menu would allow to remove the default Lambert material while exporting from Maya to 3dmax. I would be grateful cause it will save time manually having to enter the code ($.material = null) into 3ds maxscript editor every time we export models into 3dsmax! would be grateful and appreciative if this option was available in the next FBX update! I dont know if ive posted this request in the correct forum discussions! If I haven't I apologise! 2012-02-02T06:38:52+01:00 FBX export from ACAD Architecture 2012 not working. http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-export-from-acad-architecture-2012-not-working/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-export-from-acad-architecture-2012-not-working/page-last/#When:10:13:56Z Nothing will export to FBX from 2012 for me. The FBX Export Options dialog box won't appear either, no matter if I type out the command or go to export from the File/A menu. What is going on? 2012-01-25T10:13:56+01:00 Wrong camera local position http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/wrong-camera-local-position/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/wrong-camera-local-position/page-last/#When:10:56:39Z Hi, I encounter a problem when importing a basic scene exported from maya 2012. The scene is composed as followed: [code] group1 (position 0, 2, 0) camera1 (local position 0, 0, 9) [/code] no rotations and no scaling applied. [b]It seems that the local position of the camera is wrong when using the EvaluateLocalTransform().[/b] I used the OpenGL axis system. The result should be trivial. Here is the code I used to dump the informations: [code] /*-------------------------------------------------------------------------*/ bool __fbxParseNode(KFbxNode *fbxNode); /*-------------------------------------------------------------------------*/ bool fbxParseScene(KFbxScene *fbxScene) { if(fbxScene == NULL) { return false; } /**/ KFbxAxisSystem sceneAxisSystem = fbxScene->GetGlobalSettings().GetAxisSystem() KFbxSystemUnit sceneSystemUnit = fbxScene->GetGlobalSettings().GetSystemUnit(); KFbxAxisSystem engineAxisSystem(KFbxAxisSystem::OpenGL) KFbxSystemUnit engineSystemUnit(KFbxSystemUnit::cm); if(sceneSystemUnit != engineSystemUnit) { engineSystemUnit.ConvertScene(fbxScene); } if(sceneAxisSystem != engineAxisSystem) { engineAxisSystem.ConvertScene(fbxScene); } /**/ __fbxParseNode(fbxScene->GetRootNode()); return true; } /*-------------------------------------------------------------------------*/ bool __fbxParseNode(KFbxNode *fbxNode) { if(fbxNode == NULL) { return false; } /**/ KFbxVector4 vector; KFbxXMatrix matrix; printf(" Geometric Transformations: %sn", fbxNode->GetName()); vector = fbxNode->EvaluateLocalTranslation(); printf(" Translation: %f %f %fnn", vector[0], vector[1], vector[2]); vector = fbxNode->EvaluateLocalRotation(); printf(" Rotation: %f %f %fnn", vector[0], vector[1], vector[2]); vector = fbxNode->EvaluateLocalScaling(); printf(" Scaling: %f %f %fnn", vector[0], vector[1], vector[2]); /**/ matrix = fbxNode->EvaluateLocalTransform(); printf(" LocalMatrix: %f %f %f %fn" " %f %f %f %fn" " %f %f %f %fn" " %f %f %f %fnn", matrix[0][0], matrix[0][1], matrix[0][2], matrix[0][3], matrix[1][0], matrix[1][1], matrix[1][2], matrix[1][3], matrix[2][0], matrix[2][1], matrix[2][2], matrix[2][3], matrix[3][0], matrix[3][1], matrix[3][2], matrix[3][3] ); matrix = fbxNode->EvaluateGlobalTransform(); printf(" GlobalMatrix: %f %f %f %fn" " %f %f %f %fn" " %f %f %f %fn" " %f %f %f %fnn", matrix[0][0], matrix[0][1], matrix[0][2], matrix[0][3], matrix[1][0], matrix[1][1], matrix[1][2], matrix[1][3], matrix[2][0], matrix[2][1], matrix[2][2], matrix[2][3], matrix[3][0], matrix[3][1], matrix[3][2], matrix[3][3] ); for(int i = 0; i < fbxNode->GetChildCount(); i++) { __fbxParseNode(fbxNode->GetChild(i)); } return true; } /*-------------------------------------------------------------------------*/ [/code] The result is as follow: [code] Geometric Transformations: RootNode Translation: 0.000000 0.000000 0.000000 Rotation: 0.000000 0.000000 0.000000 Scaling: 1.000000 1.000000 1.000000 LocalMatrix: 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 GlobalMatrix: 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 Geometric Transformations: group1 Translation: 0.000000 2.000000 0.000000 Rotation: 0.000000 0.000000 0.000000 Scaling: 1.000000 1.000000 1.000000 LocalMatrix: 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 2.000000 0.000000 1.000000 GlobalMatrix: 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 -0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 2.000000 0.000000 1.000000 Geometric Transformations: camera1 Translation: 0.000000 0.000000 9.000000 Rotation: 0.000000 0.000000 0.000000 Scaling: 1.000000 1.000000 1.000000 LocalMatrix: 0.000000 0.000000 -1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 0.000000 9.000000 1.000000 GlobalMatrix: 0.000000 -0.000000 -1.000000 0.000000 0.000000 1.000000 -0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 2.000000 9.000000 1.000000 [/code] The expected output should be the following: [code] Geometric Transformations: camera1 LocalMatrix: 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 9.000000 1.000000 GlobalMatrix: 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 2.000000 9.000000 1.000000 [/code] [b] Can you tell me what is going on? It is a real bug or have I done a mistake in the source code? [/b] 2012-01-03T10:56:39+01:00 FBX export of Human IK Rig & Mesh - Problem http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-export-of-human-ik-rig--mesh---problem/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/fbx-export-of-human-ik-rig--mesh---problem/page-last/#When:09:24:10Z Hey guys, I'm having a problem exporting an FBX file. I have a Human IK rig (skeleton and controllers) that has had mocap data transferred to the controls. Aux effectors have been used to pin the feet etc and generally clean up the movement. I now want to export the result as an FBX. I select the bones via "select -hi", and then "Bake Simulation" to get the keys onto the bones themselves. I then export the mesh and bones as an FBX. The problem appears once I import the new FBX file into Maya to check it. The skeleton has all of the motion on it, but the meshes are no longer weighted to the bones. The skeleton just moves away from the model which is left standing there in the pose at frame 1. I have exported FBX files before with rigs I have created, and they export fine, but I suspect there is an issue with the Human IK rig generated by Maya for the purposes of retargeting mocap data. I hope I have been clear here and can try to explain a bit more if I wasn't. I would appreciate any help/suggestions you can offer. 2012-01-03T09:24:10+01:00