Daniel Zimmermann

rayfoundry

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Recent Forum Posts

FBX import / export updates Feb. 15, 2018, 4:04 p.m.

The issue seems to be that FBX imports are not working well when the FBX has duplicate geo nodes. I have several files with the above structure and they fail to import via File –> Import FBX and also the new file option.

In the end I used the FBX SDK in a Python SOP to rename the FBX nodes to unique node names. The FBX files import now proper.

These node name collisions probably are something which should be accounted for in the FBX import/ new file functionality.

Best,
Daniel

FBX import / export updates Feb. 11, 2018, 7:39 p.m.

Great stuff dpernuit!

I have a question regarding the # Syntax to specify the object to load from the FBX: Since node names don‘t have to be unique in a FBX file (and often aren‘t), how can we specify the correct object without using namespaces? Or can we use namespaces?

Example:
Root
——— CarA
———————— Tire
——— CarB
———————— Tire

Thanks in advance,
Daniel

Export instanced geometry with FBX Feb. 10, 2018, 3:41 p.m.

Talking to myself in this topic

I've created an issue in the FBXExport repo on github which has been open sourced recently:Issue Link [github.com]

Can someone with experience with C++ have a look there and specifically on line 529 of the ROP_FBXDerivedActions.C file?

The comment there says something about not beeing able to copy attributes with FBX, but the FBX SDK docs [autode.sk]state that it's possible with lTargetMesh->Copy(lSourceMesh) for example.

For those in doubt why this functionality could be awesome: It would reduce files sizes considerably depending on the scene structure and most important, it would allow easy GPU instancing of meshes (think trees etc.) without the need to post-process the assets in the game engine (to de-duplicate same meshes).