FBX file format - need 3DS Max test
 1-4  5-24  25-29

Previous
Next
 From:  Imensah
1958.25 
Hi Michael,
I imported it ok into max, xsi and, houdini
In houdini the sphere is imported with no seams, but the other objects look identical to the xsi import with disconnected edges.
As you can see below(xsi screens) there are a lot of seams in the sphere especially at the poles(blue lines depict open edges).
I exported a similar polysphere to fbx format from max, and a nurbs sphere from xsi ; both do not generate disconnected edges.( i have attached both objects )

sorry for the quality of the render..bad gif compression

EDITED: 13 Sep 2008 by IMENSAH


Image Attachments:
Size: 52.5 KB, Downloaded: 31 times, Dimensions: 862x725px
Size: 83.1 KB, Downloaded: 26 times, Dimensions: 847x702px
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Imensah
1958.26 
btw... is this going to be an fbx importer for moi as well? and if so were you able to import the nurbs sphere from xsi ok?

cheers!
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
1958.27 In reply to 1958.26 
Hi Isaac,

> btw... is this going to be an fbx importer for moi as well?

No, just export to fbx in polygons only for now.

Re: seams in XSI - with those seams being visible it looks like XSI does not read in vertex normal shading information from an fbx file, unless you can find some option for "vertex normals" or "user normals" that you can enable.

XSI will read in vertex normals from an OBJ file though, so I think that OBJ will work better for transferring from MoI into into XSI rather than FBX.

But I should actually be able to make an improvement to FBX export to weld points that share the same normals like along the sphere though, that would remove the seam in this case. You should also be able to use XSI's own built-in weld or "merge vertices" type function to do the same thing and make the averaged normals go across that boundary also.

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Brian (BWTR)
1958.28 In reply to 1958.27 
I spit blood at the juvenile file formats interchange abilities of even, so called, top level apps.

When will the 3D community grow up?

Will a strike by all 3D users have an effect?

Grumble, grumble!

Brian
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
 From:  Imensah
1958.29 In reply to 1958.27 
Hi Michael

> XSI will read in vertex normals from an OBJ file though, so I think that OBJ will work better for transferring from MoI into into XSI rather than FBX.

Personally I think i might prefer this new exporter. It is a hassle sometimes to fiddle with the obj export options to get points to line up(if you remember http://moi3d.com/forum/index.php?webtag=MOI&msg=1723.6)
If the fbx exporter does that by default then it will save a lot of time during cleanup of objects to make them sds friendly. Seams can all be welded in seconds as you know so they are not really an issue.
Moreover it is practically impossible to export a planar ngons like your second example to obj. It ends up a royal mess especially in max and crashes xsi 80% of the time
So seeing this exporter was quite refreshing to me. looking foward to it ..and the layer system ha!
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged
 

Reply to All Reply to All

 

 
 
Show messages:  1-4  5-24  25-29