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Alexander Smith

Again I'm pretty sure this was asked, but I can't find it, so I'll ask it again. Is there any way whatsoever for Dim3 to be able to import FBX files with bones and animations and all that. I have a new team member you wants to make animations, but he's using Cinema 4D, and he can only export in FBX files. Any way to add this? Because, no offense, but Animator is not a very good animation tool, the lack of Inverse Kinematics, and other options makes it pretty bloody hard to animate anything.

teh1ghool

Yeah we've got scholzara who just asked in 1.7>>2.0 topic in the engine section about this.

ggadwa

But the problem will be is that FBX is key-framed, which isn't as good as tweened bone animations, so you'll probably still have to do some work. Again, it's something I'll have to look into.

I might be able to get something going, I don't know, I'll have to look into it.

Can you zip up and send me some example files?

[>] Brian

ggadwa

Alias makes me angry. FBX is supposed to be a "open" format, but nowhere do they DESCRIBE the format. They just give a black box importer/exporter. How can you call that an open format?

[>] Brian

Alexander Smith

I can't give any example files. You'd have to ask Scholzera for those. He's the guy who is a new member of my team.

teh1ghool

You're joking right?! That guy's awesome, I talk to him on AIM a lot. He use Cinema 4d. :P His work is often very superb too. I think you'll like the final products he has to offer, Alex!

deram_scholzara

Do you have something in mind brian? Don't trust me to make simple sample files unless you tell me what you want...I always overdo it...hehe.

From my understanding, isn't tweened bone animation basically just a simplistic form of keyframe animation that only uses starting and ending keyframes? I've done some things for quake using the methods used for dim3... even the professional characters look rigid and have no dynamic quality to their motion.

I'd like to point out that I _can_ do animations in animator, I just prefer using other programs... so I was suggesting that we use fbx as more of a wishlist item for v2.0 of dim3.

Also, Alias is no more, they're Autodesk now.
FREE FBX SDK (Software Development Kit):
http://usa.autodesk.com/adsk/servlet/ind...id=6839916

just click on "DOWNLOAD NOW" and register for a free autodesk account to get it. It's in C++, so I'm sure you could understand it.

socksy

The main difference between what is known as keyframed system and a bone animation system is that the engine animates the difference between keyframes of vertices in a keyframe system, and the difference between keyframes of bones in a bone animation system.
This means that the engine calculates the way the mesh is affected (effected?) by the bones in a bone system, which makes it more flexible for ragdolls, rigid bodies and what not, whereas a keyframe system might have much more complex animations.

ggadwa

socksy Wrote:The main difference between what is known as keyframed system and a bone animation system is that the engine animates the difference between keyframes of vertices in a keyframe system, and the difference between keyframes of bones in a bone animation system.
This means that the engine calculates the way the mesh is affected (effected?) by the bones in a bone system, which makes it more flexible for ragdolls, rigid bodies and what not, whereas a keyframe system might have much more complex animations.

That's pretty much it. Another advantage of bones is that the changes can operate along a curve (as real bones do), when keyframe changes are interpelations between two static vertex points.

I'm still super buried in 2.0 stuff, but fbx looks promising, I'd like to at least get a simple import in there. I need to get through some 2.0 stuff, first, so when I get further, I'll come back asking for some example files.

Also, I'm working on a couple things for animator to make it a bit easier to use.

[>] Brian

teh1ghool

Psst, Brian, tsteal some stuff from Inspire. :D
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