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Re: Does A7 REALLY SUPPORT FBX animation? [Re: maxxoros] #152433
09/10/07 08:35
09/10/07 08:35
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

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jcl  Offline OP

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Joined: Jul 2000
Posts: 27,986
Frankfurt
MED is the same in the Pro version and in the demo version. Only the engine is different.

MED can not edit or display multiple bones animation, but the engine can. However you can see in MED under 'Model Properties' if your model contains multiple bones animation or not.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: jcl] #152434
09/10/07 08:45
09/10/07 08:45
Joined: Jun 2005
Posts: 59
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maxxoros Offline
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maxxoros  Offline
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Posts: 59
Quote:

MED is the same in the Pro version and in the demo version. Only the engine is different.




So, If that s the same, it mean if the demo MED CANT make model properly, so will be the version in pro

I use my .FBX model, import with bone animation, and this s the info



weight/vertex = 1

What s wrong with the FBX import?

PS: I retest and so it s the same with .X model, weight/vertex = 1?

Last edited by maxxoros; 09/10/07 08:48.
Re: Does A7 REALLY SUPPORT FBX animation? [Re: maxxoros] #152435
09/10/07 08:48
09/10/07 08:48
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

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jcl  Offline OP

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Posts: 27,986
Frankfurt
This indicates that your model has just one bone per vertex. Maybe the vertex weights are stored in a format not supported by the importer. I'll check this with the developer of the FBX importer.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: jcl] #152436
09/10/07 08:53
09/10/07 08:53
Joined: Jun 2005
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maxxoros Offline
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maxxoros  Offline
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I am using Maya 8.5 to export so the model format is Alias/Autodesk industry format. See my export option



I have test it in Deep exploration, reimport in Maya, have my friend test in 3DSMax, view with Motion Builder, and all is okie.

===================

By the way, I get the same thing with .X format, weight/vertex = 1 also the .X file view good in X viewer

Last edited by maxxoros; 09/10/07 08:56.
Re: Does A7 REALLY SUPPORT FBX animation? [Re: maxxoros] #152437
09/10/07 09:31
09/10/07 09:31
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

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jcl  Offline OP

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Posts: 27,986
Frankfurt
Thanks for the info. There will be either a modification of the FBX importer, or a suggestion how to set up Maya for exporting FBX with bones - either way this issue will be resolved.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: jcl] #152438
09/10/07 10:43
09/10/07 10:43
Joined: Jun 2005
Posts: 59
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maxxoros Offline
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maxxoros  Offline
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Ya, I think developer should look into this issue. Maybe the FBX importer need a bit of modification. I dont think there are sth to setup with Maya, or even Max or other support standard FBX, because the format is industrial standard, so when we export it to FBX, no application native info are stored in, but all are converted into FBX data
===

Last edited by maxxoros; 09/10/07 10:45.
Re: Does A7 REALLY SUPPORT FBX animation? [Re: maxxoros] #152439
09/11/07 05:07
09/11/07 05:07
Joined: Jun 2005
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maxxoros Offline
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Have you sent it to your developer. What s their opinion. I hope the fix (if neccessary) will come out in the next release.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: maxxoros] #152440
09/12/07 22:01
09/12/07 22:01
Joined: Aug 2005
Posts: 94
Oberhausen
Taratoga1 Offline
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Taratoga1  Offline
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Oberhausen
Hello,

I have tested the same model from max 9 about fbx 2006.11.1
to Gamestudio MED 7.09 beta (newest)

I have the same problems plus a problem with the pivot orientation of the mesh.

It seems so that the MED Importer interprets the pivot point of the mesh in a wrong way.

The mesh jumps to the correct location in the moment when I hit the animate button.

I tried this with different original pivot locations of the mesh. The pivot of the mesh has no influence in the MED imported mesh. This mesh is always in the wrong position.

The test file I use is the same as yours.

Kind regards

Taratoga

Edit: The main problem of this is that later in the game engine the wrong default position leads to an impossible blending, because the model, after it has done his animation sequence jumps back into the default position.
This is done between each blending. Hopes this is understandable.



Last edited by Taratoga1; 09/12/07 22:16.

Working on a Machinima Production System based on GS6.
www.taratoga.de
Re: Does A7 REALLY SUPPORT FBX animation? [Re: Taratoga1] #152441
09/13/07 07:32
09/13/07 07:32
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

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jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Maxxoros: You'll hear about your model in about 10 days. Our FBX developer is currently in vacation and I'll be away next week, so we can't look into this immediately, but we'll take care of it when I'm back - promise.

Re: Does A7 REALLY SUPPORT FBX animation? [Re: jcl] #152442
09/13/07 14:36
09/13/07 14:36
Joined: Aug 2005
Posts: 94
Oberhausen
Taratoga1 Offline
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Taratoga1  Offline
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Joined: Aug 2005
Posts: 94
Oberhausen
Hello,

here I have documented the problem more exactly:

This is the situation in Max 9:



This is the export dialog:



This is the exported file:
zylinder.fbx

This is the import dialog:


This comes after hitting OK:


and this is the situation before hitting animation button. The object is in the wrong init position:


After hitting the animation button it is so:


I hope this is a better explain of what I have told before.

I have the same information abou the modell in MED:



Kind regards

taratoga

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