Re: FBX batching

Date : Mon, 27 Jun 2005 19:31:49 +0200
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: FBX batching
Brilliant, got things working, many thanks! Btw, I'm currently using the 6.1 plugin and it simply seems to grab the last used import preferences. While providing access to most of the plugins' parameters some are missing through scripting, like eg the frame rate. Therefore it looks like I have to rely on the user to get the settings right before starting a batch... silly, that this is so difficult to dig out of the docs...

Thanks again!

   -André


Andre DeAngelis wrote:

Yes it is possible.  Strangely enough, this is no longer documented but you can find it in the FBX 5.2 documentation, albeit poorly described. I did it here for a whole bunch of mo-cap, which would have been a huge pain otherwise.

The command you are looking for is "FBX import".

Unfortunately, I found that you have to go through a few steps to get this to work, seeing as the batch importing only works when the Exclusive Merge option is turned on.  But in order to do this, you need a Model of the target geometry already in your scene to merge it to.

The script we wrote imports each FBS file and converts it to an action source.

Anyway, let me know how it goes.  If you have too much trouble, I may be able to help out.

AD


-----Original Message----- From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of André Adam Sent: Friday, June 24, 2005 6:25 AM To: xsi(at)Softimage.COM Subject: FBX batching

Hi everybody!

Does anybody know if it is possible to access the Kaydara FBX import options through scripting, enabling me to batch-process a folder full of them in XSI? The fbximport command itself gets logged with two NULL arguments, but they are not documented. Could anyone of them perhaps be used to pipe in the fbx file name?

Cheers!

   -André


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