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Hi,
I am trying to use the new instancing feature but I am getting mixed results. In the new quicktime player plugin (released today) everything looks great, but when I import the same file into 3dsMax 2011 (with the latest FBX plugin installed), my first instance shows up as expected but the other instances are just dummy objects (positioned and scaled correctly).
Here is what I am doing:
I create a Nurbs object:
KFbxNurb* mySphere = KFbxNurb::Create(mScene,"Sphere") //Add some control points and stuff
Then when I want to create an instance I do the following:
KFbxNode* lNode = KFbxNode::Create(mScene, ObjectName)
lNode->SetNodeAttribute(mySphere)
//Set the local pose ... //Add it to the scene mRootNode->AddChild(lNode)
Any ideas?
I have attached a sample FBX file if anyone wants to take a look. All the spheres are instances of one Nurbs object.
Edit: Actually for some reason it wont let me attach the .fbx file, sorry
Thanks
-Steve
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Make the attachment a .zip file
Author: Doug Rogers
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| Replied: 09 May 2010 02:35 AM
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To better explain, take the example from the documentation ExportScene01.
Add the following lines to the end of the CreateScene function
KFbxNode* lPatch2 = KFbxNode::Create(pScene,"Patch2")
lPatch2->LclTranslation.Set( KFbxVector4(5,0,0) )
lPatch2->SetNodeAttribute(lPatch->GetPatch())
lRootNode->AddChild(lPatch2)
Just creating a new node, and setting its attribute to something that already exists in the scene. This should essentially create an instance of the first patch slightly translated. This works as expected in the quicktime viewer, but under 3ds max 2011 with the newest fbx loader (i dont know about any other versions), I get one patch (the first one) and the second patch is just a dummy object named and transformed properly but with no geometry.
If anyone has suggestions or spare time to just verify that they get the same results I would appreciate it.
Thanks
-Steve
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So, after further investigation it seems that the proposed method for instancing works for Mesh’s but not for NURBS objects. Although I think this is just a bug as the documentation says it should work for all attributes.
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Hi Steve,
We will log this issue as a bug and investigate it. Thank you.
Viviane, FBX Team
Viviane Rochon
Maya Data Platform
Autodesk
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