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Author Topic: Updated FBX Loading  (Read 1715 times)
gekido
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« on: March 28, 2010, 01:21:35 PM »

Hello,

Just wanted to point out that for anyone that was having issues with FBX loading in previous versions of GameCore - I would like to request that you give the new GameCore 2.5 build a try to see if these issues are corrected.

We have completely rewritten the FBX support - we no longer rely on the (very questionable) FBX SDK, but have implemented our own native support for FBX.  Turns out that the 'incompatibilities' between versions that was breaking the old SDK implementation were relatively minor changes in the file format / structure, so in order to properly 'fix' this problem going forward, we decided that it was much easier for us to simply load the fbx files ourselves.

Anyways, we have tested the engine fairly thoroughly with a wide range of FBX models that we have internally - and have tested the exports with 3ds Max versions 2008 through 2010.  I don't have Maya at the moment, but we also tested the FBX export from Lightwave as well, and the files all work fine now for us.

Additionally, we've been working with Ray from the 3d Game Design course to ensure that all of his models load properly, so hopefully anyone that's working with the Interactive Framework assets should be good to go as well.

So, if you could please test your FBX models and post any issues / comments that you may encounter in this thread so that we can quickly track down and correct any outstanding issues that you may be encountering with FBX loading.

Thank you very much.
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Bensta
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« Reply #1 on: May 29, 2010, 10:07:26 PM »

I cant get animations working with .fbx, tried on the simpleist of objects, 2 bones..  3dsMax 9, version 200611_1 of fbx, i used exactly the same settings as i found posted in the docs..

Object loads fine, but animations wount well animate, its like its not reading the keyframes, if i set a pose and export it , it keeps that pose, so must only be exporting 1 keyframe, I attached the simple animation .max file
« Last Edit: May 30, 2010, 12:53:20 PM by Bensta » Logged
pixel_legolas
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« Reply #2 on: May 30, 2010, 04:08:17 PM »

very strange, I have exported and succeeded with far more complex stuff than that. I am guessing that it's to simple so GC rejects it Wink
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Bensta
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« Reply #3 on: May 30, 2010, 04:13:38 PM »

well the reason i tried with the cylinder is that i was having the problem with a soldier walk animation first, so i went to basics to rule out causes. What version of 3ds do you use though?
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ross.rockafellow
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« Reply #4 on: June 01, 2010, 01:29:00 PM »

This might be silly, but you did export the animations with the mesh right? There is a check box to export the animations along with everything else in the scene. I was beating my head against a wall for this very reason myself once.
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Bensta
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« Reply #5 on: June 01, 2010, 06:44:53 PM »

No seperately, but also tried in with the mesh too.  and yea i ticked animation box, for the animation file ofcourse.
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pixel_legolas
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« Reply #6 on: June 02, 2010, 03:22:28 AM »

I also tried with the fail-safe version that has root_node but to no avail
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gekido
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« Reply #7 on: June 02, 2010, 11:43:27 AM »

can you post up the max & fbx files so i can test the files?
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Bensta
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« Reply #8 on: June 02, 2010, 01:52:31 PM »

Sure, here..
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Bensta
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« Reply #9 on: June 15, 2010, 11:59:46 AM »

Any news on this?
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pixel_legolas
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« Reply #10 on: June 15, 2010, 05:46:24 PM »

just tried it, I can get very nice detailed models with multiple animations to load just fine in gamecore, but not a cylinder, I also tried to do one myself, but the bones just don't want to move
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Bensta
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« Reply #11 on: June 16, 2010, 08:22:53 AM »

Humm ok, i did first try a character, and that didnt move, so i went to the cylinder, but i will set up another character and see if i have any luck again. I had nearly given up and went to udk, but although udk is great, its alot of work for basicly 1 man Wink So would really like to get to the bottom of this problem.
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pixel_legolas
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« Reply #12 on: June 16, 2010, 10:04:23 AM »

with character I do like this:

- Export a fbx without animation, model + bones, tick of animation
- Delete the model and keep the bones
- Export bones and choose animation and bake animation, export a idle animation for example.
- Load the character in gamecore
- Open the opr
After the blahblahblah.fbx write:

LoadAnimation Idle idle.FBX or whatever name

This should now show your character with the idle motion that is always active in viewport of editor
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Bensta
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« Reply #13 on: June 16, 2010, 10:08:47 AM »

Yea thats the way i tried it first, but i will try again, just setting up a model. But i ran into another problem now that i didnt have before.. when i export my model with bones, no mesh is visable, shows if i export just the mesh... oh such fun and games.
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gekido
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« Reply #14 on: June 16, 2010, 06:09:57 PM »

There was a bug in the FBX loading that we've corrected and will be included in the upcoming point release.

Thanx for submitting the test object.
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