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.fbx converter #136875
06/17/07 17:26
06/17/07 17:26
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline OP
User
Felixsg  Offline OP
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
For convert from .3ds (animated) collada y obj to fbx
Autodesk

Re: .fbx converter [Re: Felixsg] #136876
07/01/07 13:39
07/01/07 13:39
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline
Member
ACKNEX007  Offline
Member

Joined: Jun 2007
Posts: 236
acknex.exe
Thanks.. i already had it !
they offer free FBX exporter for Maya , 3DsMax.

:-)

Re: .fbx converter [Re: ACKNEX007] #136877
07/01/07 15:27
07/01/07 15:27
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
how can 3ds be animated?

Re: .fbx converter [Re: broozar] #136878
07/02/07 12:21
07/02/07 12:21
Joined: May 2005
Posts: 199
Scotland, UK
J
JamesA Offline
Member
JamesA  Offline
Member
J

Joined: May 2005
Posts: 199
Scotland, UK
Why is fbx import so important for gs?
Will the import function allow for skin and skeletal animations?
Ta.

Re: .fbx converter [Re: JamesA] #136879
07/02/07 13:51
07/02/07 13:51
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline OP
User
Felixsg  Offline OP
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
Quote:

Why is fbx import so important for gs?
Will the import function allow for skin and skeletal animations?
Ta.




Yes and the scenes in wed (you can desing all the world in your modelling tool and import to wed)

Re: .fbx converter [Re: Felixsg] #136880
07/02/07 18:20
07/02/07 18:20
Joined: May 2005
Posts: 199
Scotland, UK
J
JamesA Offline
Member
JamesA  Offline
Member
J

Joined: May 2005
Posts: 199
Scotland, UK
Hi Felix,

that is fantastic news, no wonder it was being mentioned to much.
I preume then I can export my whole 3ds max scene using .fbx and get it into Wed, good news if this is so.

Re: .fbx converter [Re: JamesA] #136881
07/02/07 23:00
07/02/07 23:00
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Also, fbx will allow up to 4 bones per vertex and weighting for animation purposes.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: .fbx converter [Re: JamesA] #136882
07/03/07 07:27
07/03/07 07:27
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
The problems with the current FBX importer into WED is that it does not allow the user to specify if it imports your objects as models or as WED geometry. Currently, it only imports your entire scene as static WED geometry, which of course, does not allow actions to be set for your objects. It also imports everything as one group, so you have to do multiple imports if you have many objects in your scene, which is very cumbersome.

I think once these limitations are gone, it really will be a one stop solution for importing your levels from Max, Maya, Lightwave, ect. With the option to import parts of your scene as static geometry for lights, and parts as models. Or all models(if you want real-time lighting or use Ventilators lightmapping plugins).

Re: .fbx converter [Re: William] #136883
07/03/07 10:42
07/03/07 10:42
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline OP
User
Felixsg  Offline OP
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
Quote:

The problems with the current FBX importer into WED is that it does not allow the user to specify if it imports your objects as models or as WED geometry. Currently, it only imports your entire scene as static WED geometry, which of course, does not allow actions to be set for your objects. It also imports everything as one group, so you have to do multiple imports if you have many objects in your scene, which is very cumbersome.

from forecast:
Wed Improvements:...,Importing and lightmapping arbitrary geometry through MDL, 3DS, FBX 80%

but Think probably all the new thinks are for A7



I think once these limitations are gone, it really will be a one stop solution for importing your levels from Max, Maya, Lightwave, ect. With the option to import parts of your scene as static geometry for lights, and parts as models. Or all models(if you want real-time lighting or use Ventilators lightmapping plugins).





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