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Full Version: FBX file format - need 3DS Max test

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From: Michael Gibson
11 Sep 2008   [#5] In reply to [#3]
Hi PaQ, thanks for testing in Max!

Yup, looks absolutely perfect - all n-gons and normals look totally intact and proper there, great!!!

Is there a way to turn on a display of face normals to see which direction they are pointing? Can you take a look at that and see if they are all pointing outwards as expected? That would just be nice to verify as well.

The only thing that is not quite perfect with FBX is that it seems that it doesn't have a structure that allows for a full welding because it doesn't look like 2 adjacent polygons can share the same 3d point but have a separate shading vertex normal for each face. But that would only be apparent if you started dragging vertices around, for rendering directly it does not make a difference. If you need to weld coincident points you can use Max's built in weld/merge vertices function for it anyway.

The kind of annoying thing is that this is actually all the same data as is already written to OBJ, there really isn't a good reason why they should not be reading in the OBJ data just as well as this... But anyway it will be nice to finally have a really good option for bringing data into Max with the high quality true vertex normal shading which makes such a significant difference.

I guess the only other thing left to see is if its n-gon handling is up to snuff for handling really complex n-gons or not. But judging from the initial result it may be good at it.

- Michael
From: Michael Gibson
11 Sep 2008   [#6] In reply to [#3]
Hi PaQ - one more file to test here if you could, this one has just one big n-gon in it with 814 points, it should look like this:



It should be a pretty good test to see what kind of n-gon ability will be possible there.

- Michael

Attachments:
814_pt_ngon.fbx

Image Attachments:
814_pt_ngon_screenshot.jpg 


From: Brian (BWTR)
11 Sep 2008   [#7] In reply to [#6]
In Carrara again so you can compare maybe.
Brian
From: Frenchy Pilou (PILOU)
11 Sep 2008   [#8]
That works fine for the 2 examples above!!!
Wings3D can save as fbx 5, fbx 6, and ascii fbx
What is your?
http://www.wings3d.com/

Image Attachments:
wings.jpg 


From: falcon76
11 Sep 2008   [#9] In reply to [#4]
In the last version of 3DS Max (2009 & Design 2009) the OBJ importer is the previosly plugin by Guruware gw::ObjIO.
So now the Max importer is now so bad at all.
But FBX is a more modern standard and your work is highly appreciate.

Ciao
Luca
From: PaQ
11 Sep 2008   [#10]
Et voila !









Looks ok too ! That's a great news for max users, thanks a lot Michael !!!
From: Anis
12 Sep 2008   [#11] In reply to [#10]
Hi PaQ...

Can you share your setting when import fbx file to max ?
Maybe you can give me a screen capture of the import dialog window.

Thanks
From: PaQ
12 Sep 2008   [#12]
Well I'm using the default settings, I didn't change anything. Just using the last version for my max version from autodesk.
Looks like it isn't working for you ?
From: Frenchy Pilou (PILOU)
12 Sep 2008   [#13]
If that works for Wings3D, seems that must be the same for 3Dmax ;)
From: Anis
12 Sep 2008   [#14] In reply to [#12]
Hi PaQ...

Yeah, its not working perfect for me.
From: PaQ
12 Sep 2008   [#15] In reply to [#14]

From: Frenchy Pilou (PILOU)
12 Sep 2008   [#16]
So try Wings3D (it's free) and re export as FBX and now load this new FBX in 3DMAx ;)
From: Anis
12 Sep 2008   [#17] In reply to [#15]
Hi PaQ...

Looks we have different version of fbx importer.
You have the new one.

@pilou...

I will try it...
From: falcon76
12 Sep 2008   [#18] In reply to [#17]
Here you can download the newer version of the FBX importer/exporter for free. It's necessary only a registration (but is not really necessary, at the end you will be redirect directly to the download page).

http://usa.autodesk.com/adsk/servlet/mform?siteID=123112&id=10775855

Ciao
Luca
From: Anis
12 Sep 2008   [#19] In reply to [#18]
Hi Luca...

thats work great !!!

Ciao !!! :)
From: Michael Gibson
12 Sep 2008   [#20] In reply to [#8]
Hi Pilou,

> That works fine for the 2 examples above!!!
> Wings3D can save as fbx 5, fbx 6, and ascii fbx

That's good news too, because Wings had some difficulty reading in OBJ files also.

So it looks like this will also be the best way to move data into Wings as well as Max.


> What is your?

I think it's fbx 6, or 6.1 to be exact but that is compatible with 6.

- Michael
From: Michael Gibson
12 Sep 2008   [#21] In reply to [#19]
Hi Anis, I think your version you were using was 3 years older than the latest importer. It looks like they have made a lot of improvements to n-gon handling since then.

Anyway that is good to know that you need to update to the latest FBX importer to get a good n-gon import.

As long as you have the newest importer plugin, this will definitely be the best way to transfer data into Max.

- Michael
From: lwan
12 Sep 2008   [#22]
as far as I can tell it works really well in max 2009, but the max9 importer might be broken.

Thank you Michael.
From: falcon76
13 Sep 2008   [#23] In reply to [#21]
Hi Michael, sorry if it's a stupid question.
In this page with the new features of the FBX importer for Max:

http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=11804173

one of the key one is:
Support for NURBS export and import

Does it change something in the way we pass the model between the two apps?
Or is the normal feature you use for the translation?

Regards
Luca
From: Michael Gibson
13 Sep 2008   [#24] In reply to [#23]
Hi Luca,

> Does it change something in the way we pass the
> model between the two apps?

No, actually that particular thing does not make any difference - MoI's new FBX exporter will write polygon data to the .fbx file, not NURBS data directly.

I think most programs that read .fbx files will be expecting it to contain polygons and not NURBS surfaces.

If you want to get NURBS data into Max, I think that is already possible currently with using the IGES file format? But I think most people will want to export polygon data from MoI into Max so that you can take advantage of MoI's more advanced meshing mechanism such as creating n-gon meshes...

- Michael

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