FBX export into Blender fails?..
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 From:  val2
8683.3 
Will,

Have you set the units to feet? (not the length and angle) I ask as you said you set it to imperial which is a choice in the length selection.
when I import an OBJ file from Moi I get the same dimensions as long as the units are the same in moi and blender. also if you are having trouble importing FBX file download FBX converter 2013.3. It's how I get FBX files into Blender.
cheers,
Val
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 From:  WillBellJr
8683.4 
Thanks Michael, over the years, you've "saved me in the INI file", several times now - I'll give it a try when I get the chance!

Thanks as well, Val, I believe with the help from both of you, I'll hopefully be able to move past my "GIANT" model imports from MoI into Blender - keeping my fingers crossed!

-Will
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 From:  WillBellJr
8683.5 
Okay thanks, Michael! Changing the FBX output version in the INI file fixed the Blender import issue!

Now when I create a 6' tall cube in Fusion 360, Iges that into MoI, and then FBX export from MoI to Blender, the 6' reference cube from F360 matches exactly with the one I created in Blender to compare.

I'm straight now!


I still wish the OBJ scaling matched - I'll work on that a bit more to see if I can figure out a reproducible export/import method that gets the sizes right...

If I had one wish out of all of this, I wish MoI's import dialog had a hella-handy Y-Up / Z-Up drop-down or radio selection - I always find I have to rotate my objects coming from F360 into MoI. F360, Modo and Houdini all have Y-Up (or at least, are adjustable), Blender is the odd one out...

(Checking now, I see there is a Nurbs import flip Y/Z in the INI file, which I've enabled, but I still wish that option was exposed on the import dialog as a convenience for the times when I don't need it...)


Thanks again for all your help, and your continued work on this wonderful program!


-Will
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 From:  Mip (VINC)
8683.6 In reply to 8683.5 
Hi Will,

Don't know if it's what you're looking for but, you can change the obj import Y-up in the Options.
Perhaps you'd like to be able to change it on the fly depending on the source document, instead of resetting it each time ?

Also, in Blender, there are options to set Y-up on obj export or import.

Michel

EDITED: 28 May 2019 by VINC

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 From:  WillBellJr
8683.7 
Hi, Mip, thanks but coming from Fusion 360, my only viable options are Step and Iges.

I noticed exporting multi-component assemblies from F360 fail with Step so I'm mostly using Iges now.

MoI doesn't have a Y/Z flip for that format (without resorting to INI edits), that's why I was advocating a generic flip for all the supported import formats right on the import dialog itself...

-Will
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 From:  Digitaluka
8683.8 In reply to 8683.2 
Hi Michael, I am having the same problem. I can't seem to be able to import FBX in to blender 2.79 daily build. My system is Mac OS high Sierra
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 From:  Michael Gibson
8683.9 In reply to 8683.8 
Hi Digitaluka, MoI v3 only supports FBX version 6100 and so won't work with Blender 2.79 .

The MoI v4 beta however has an updated FBX library and can be configured to write later versions than 6100.

To do this open up MoI v4 and go to Options > General > "Edit .ini file" button.

Inside the moi.ini file find this section:
[FBX Export]

If not found, add it to the end and then add in an entry under it for FBX Version=2014 so it looks like this:

[FBX Export]
FBX Version=2014

With that in place MoI v4 will write a newer version of FBX files which should then work with Blender.

You can put any of 2010, 2011, 2012, 2013, 2014, 2016 to control which version of FBX MoI v4 will write.

You can get the v4 beta from here: http://moi3d.com/beta.htm .

- Michael
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 From:  Digitaluka
8683.10 In reply to 8683.9 
Perfect:) I now know where the ini file is. Thank you.
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