|
3 registered members (AndrewAMD, Grant, Neb),
908
guests, and 6
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: .fbx converter
[Re: ACKNEX007]
#136877
07/01/07 15:27
07/01/07 15:27
|
Joined: Jun 2005
Posts: 4,875
broozar
Expert
|
Expert
Joined: Jun 2005
Posts: 4,875
|
|
|
|
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
OP
User
|
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: JamesA]
#136882
07/03/07 07:27
07/03/07 07:27
|
Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
Expert
|
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
OP
User
|
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).
|
|
|
|