The Area http://area.autodesk.com/forum/ The Area en Copyright 2012 2012-02-10T12:10:59+01:00 Python SDK : usage of KFbxGeometryConverter ? http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/python-sdk--usage-of-kfbxgeometryconverter-/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/python-sdk--usage-of-kfbxgeometryconverter-/page-last/#When:00:42:22Z Hi, I need to use the KFbxGeometryConverter.TriangulateInPlace method within a Python Script, but I fail at this point. This is my first Python project, my language skills are low. I tried: [code] if pNode.GetNodeAttribute().GetAttributeType() == KFbxNodeAttribute.eMESH: geomConv = KFbxGeometryConverter geomConv.TriangulateInPlace( pNode ) [/code] And get this error: [code] geomConv.TriangulateInPlace( pNode ) TypeError: KFbxGeometryConverter.TriangulateInPlace(): first argument of unbound method must have type 'KFbxGeometryConverter' [/code] According to the docs of KFbxGeometryConverter ( http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/SDKRef/a00130.html ) which are only available for c++ I need to construct the Converter with a Pointer to a KFbxSdkManager : KFbxGeometryConverter (KFbxSdkManager *pManager) I tried this as well: [code] if pNode.GetNodeAttribute().GetAttributeType() == KFbxNodeAttribute.eMESH: sdkManager = KFbxSdkManager geomConv = KFbxGeometryConverter( sdkManager ) geomConv.TriangulateInPlace( pNode ) [/code] And get this error: [code] geomConv = KFbxGeometryConverter( sdkManager ) TypeError: KFbxGeometryConverter(): arguments did not match any overloaded call: overload 1: argument 1 has unexpected type 'sip.wrappertype' overload 2: argument 1 has unexpected type 'sip.wrappertype' [/code] How do I use the Converter properly ? Cheers, searching for the Pivot of my Soul, PP ! 2012-02-10T00:42:22+01:00 Problem reading vertex animation data from geometry cache written by Maya2012 http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/problem-reading-vertex-animation-data-from-geometry-cache-written-by-maya2012/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/problem-reading-vertex-animation-data-from-geometry-cache-written-by-maya2012/page-last/#When:00:38:38Z Hi folks, I got an really annoying problem when importing vertex animation data, but first I want to describe what I have done so far. In Maya I have a scene with vertex animations. For exporting this animations I created a Set for my animated object. I also created a new geometry cache for it. After finishing that I exported my scene to fbx checking the option "Geometry Cache Files" with my created set in the "Animation" frame. So far everything works as expected. The fbx file is created as well as a xml and mc file. No my problem. In my importer I am doing such things as described in the ReadVertexCacheData function of the ViewScene Example.... [code] KFbxVertexCacheDeformer* lDeformer = static_cast<KFbxVertexCacheDeformer*>(pMesh->GetDeformer(0, KFbxDeformer::eVERTEX_CACHE)); KFbxCache* lCache = lDeformer->GetCache(); int lChannelIndex = -1; unsigned int lVertexCount = (unsigned int)pMesh->GetControlPointsCount(); bool lReadSucceed = false; double* lReadBuf = new double[3*lVertexCount]; if (lCache->GetCacheFileFormat() == KFbxCache::eMC) { if ((lChannelIndex = lCache->GetChannelIndex(lDeformer->GetCacheChannel())) > -1) { lReadSucceed = lCache->Read(lChannelIndex, pTime, lReadBuf, lVertexCount); } } else // ePC2 { lReadSucceed = lCache->Read((unsigned int)pTime.GetFrame(true), lReadBuf, lVertexCount); } if (lReadSucceed) { unsigned int lReadBufIndex = 0; while (lReadBufIndex < 3*lVertexCount) { // In statements like "pVertexArray[lReadBufIndex/3].SetAt(2, lReadBuf[lReadBufIndex++])", // on Mac platform, "lReadBufIndex++" is evaluated before "lReadBufIndex/3". // So separate them. pVertexArray[lReadBufIndex/3].SetAt(0, lReadBuf[lReadBufIndex]); lReadBufIndex++; pVertexArray[lReadBufIndex/3].SetAt(1, lReadBuf[lReadBufIndex]); lReadBufIndex++; pVertexArray[lReadBufIndex/3].SetAt(2, lReadBuf[lReadBufIndex]); lReadBufIndex++; } } delete [] lReadBuf; [/code] But every time the line [code] lChannelIndex = lCache->GetChannelIndex(lDeformer->GetCacheChannel()) [/code] return -1 for me. What am I doing wrong? I hope someone can give me a hint... Best regards, Marcus 2012-02-10T00:38:38+01:00 2012.2 documentation? http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/20122-documentation/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/20122-documentation/page-last/#When:20:10:24Z Hi, I've downloaded and installed FBX SDK 2012.2 for Mac OS X. There's a documentation link in the package, but it directs me to a web page. Why has this changed? FBX SDK 2011.3 installed the docs for offline use. I would prefer to have the docs stored locally. Can I download the complete set from somewhere? Thanks, --Tom 2012-02-07T20:10:24+01:00 ViewScene and Lighting/Texturing revisited http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/viewscene-and-lightingtexturing-revisited/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/viewscene-and-lightingtexturing-revisited/page-last/#When:19:56:18Z About 4 years ago there was a discussion about the lighting and texturing of the ViewScene example and I am using the 2011.3 SDK and I only ever get Wire Mesh objects in ViewScene. I can force them to draw if I set lGLPrimitive = GL_POLYGON; in GlDrawMesh( but no Textures. Have the issues from the 2008 discussion been added to the latest SDK or is there an update. Anyone have an improvement on the the ViewScene example they are willing to share? Incidentally, I have tried various ways to get the ViewScene code to link in with my OpenGL program and whilst it links and mostly runs some of the FBX structures appear to be corrupted, so I would not even get the Meshes. When I build it into a dll and dynamically link in, all is fine. Anyone else had experience with this. It works fine in the dll I build -VC2008. Simon 2012-02-07T19:56:18+01:00 The seams of textures have problem http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/the-seams-of-textures-have-problem/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/the-seams-of-textures-have-problem/page-last/#When:20:24:38Z Hi, The first picture demonstrate how the texture mapped. the second picture is the result which I imported from the fbx. How should I get rid of these obviously seams error? Edit: It's ok, I found the problem. 2012-02-05T20:24:38+01:00 FBX skeleton - Need Help http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/fbx-skeleton---need-help/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/fbx-skeleton---need-help/page-last/#When:06:50:43Z Hi, I trying to understand the viewScene example... I have two problems: 1. I have cylinder skinned to 2 joints skeleton. I'm trying to move the skeleton in space by adding translation to the global position of the node. The problem is that the skeleton does transformed, however the skin does not follows the skeleton movement. I have also tried to add the translation to the cluster matrix (pCluster->GetTransformMatrix()), but the results were bad. 2. In my Skeleton::Update function I'm doing: (A) BoneW = ParentW * BoneL; I have red online, that BoneL needs to be calculated as follows: pCluster->GetTransformLinkMatrix(BoneL); (B) BoneL = BoneL.Inverse(); But currently BoneL is not been calculated relative to its parent, and if I'll multiply it but the parentWorld, (A) equation will not hold. If I'll define : pCluster->GetTransformLinkMatrix(BoneL); (C) BoneL = ParentW.GetInverse() * BoneL; equation (A) will hold, but then BoneL is not in local space. please help me in here I'm a bit confused 2012-02-04T06:50:43+01:00 FBX plug-in failed to initialize in 3DSmax. http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/fbx-plug-in-failed-to-initialize-in-3dsmax/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/fbx-plug-in-failed-to-initialize-in-3dsmax/page-last/#When:03:11:17Z 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 said [quote]"failed to initialize Error code 127"[/quote]. my system is windows7 64bit, the max already installed sp1. Somebody help me~~~ 2012-02-03T03:11:17+01:00 Several control points not mapped to UV http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/several-control-points-not-mapped-to-uv/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/several-control-points-not-mapped-to-uv/page-last/#When:22:15:04Z The mesh has 381 control points and has 446 UV data. after vertex spilt and mapping I get 443 control points finally. but here are four control points which had no UV mapped. and this mesh I exported by gamebryo and it's fine. so how can I deal with these four control points? 2012-02-02T22:15:04+01:00 Compiling with OSX http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/compiling-with-osx/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/compiling-with-osx/page-last/#When:19:10:24Z I am trying to compile the ViewScene example on OSX with xCode 3.2 with my target set for OSX 10.6 and using gcc4.2. The final error message is proving a complete nightmare. I have the libfbxsdk-2012.2-staticd.a library included along with other frameworks but get... "InitializeSdkObjects(fbxsdk_2012_2::KFbxSdkManager*&, fbxsdk_2012_2::KFbxScene*&)", referenced from: SceneContext::SceneContext(char const*, int, int, bool)in SceneContextGER02.o SceneContext::SceneContext(char const*, int, int, bool)in SceneContextGER02.o ld: symbol(s) not found Removing the single line in SceneContext.cxx that calls InitializeSdkObjects means that the code compiles and runs (but only puts up a blank screen with the Hit Esc to exit message). Can anyone offer me some help to overcome this last problem? Many thanks Graham 2012-02-01T19:10:24+01:00 Undefined ComputeBBox() in python wrapper http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/undefined-computebbox-in-python-wrapper/page-last/ http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/undefined-computebbox-in-python-wrapper/page-last/#When:05:37:45Z Hi, I need to calculate the bounding box of a mesh in a python script. The documentation suggest to populate BBoxMin and BBoxMax with ComputeBBox() defined in KFbxGeometryBase. I try to invoke the ComputeBBox method to ad instance of a KFbxMesh (that extends KFbxGeometryBase) but the code halt with the error "'KFbxMesh' object has no attribute 'ComputeBBox'" With dir(fbx.KFbxGeometryBase) I don't find the definition of the method ComputeBBox. I can access to the properties BBoxMin and BBoxMax but these are equal to [0.0, 0.0, 0.0]. I have the same problem with the method MemoryUsage! There is a solution? thanks Simon 2012-01-30T05:37:45+01:00