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ditto here - I sit among Mayans who
have no problem getting stuff in from Max via fbx - me on XSI, few
things works really well importing from Maya and Max. Oh, and the mayans
have no trouble importing the fbx files I generate from XSI.
- bad it is
- MB
----- Original Message -----
Sent: Wednesday, October 24, 2007 11:50
PM
Subject: Re: [rant] crosswalk / fbx
import
And who says sarcasm doesnt translate well online!!?
ive
flared up on this one occasionally myself, and wholeheartedly agree with
you. i just assumed it had been fixed as their hadnt been much noise about
it.
_sam
Sam
Cuttriss Janimation 3D Aficionado
peter boeykens wrote:
[start of rant]
Any have any ideas what the "rate"
value in the import options might be for? For some weird reason I
expected it to be related to frame rate, as in: amount of frames per second.
I typed all kinds of values, such as 25, 29.97, 30, 1234,0.0001 to find out
that they all have the exact same effect on the imported data: none at all.
A bit frustrated I tried typing fcukall, and to my amusement the tool didnt
blink an eye, and happily digested a string where a float should apply. No
errors whatsoever. Bottom line - the way to get a correct import is to set
sequence frame rate before calling the import, and to ignore the option
otherwise.
Also great idea to import the camera onto the default
camera that is constrained to an interest and set some weird fov value and
leave all else untouched. At least the resulting imported camera is so far
of the mark, that there can be no confusion about the need to go in a verify
and rectify a thing or two. No worries, giving the camera an obscene
name and hiding it in a model outsmarts the importer, and a new camera is
made, that has untouched positional and rotational data. Now if only it was
kind of vaguely directed at the scene? luckily, at the end of the day, a
bit of swapping axes, adding a couple of 90 degree rotation offsets, some
negative signs and all's good? Well the rotational values still dont
match the FBX data - actually there is a one degree offset on all three
axes. (wonder who didnt do his homework...) But I'm not going to let that
hold me back now.
Oh right, camera settings! Luckily in this
all-digital age I thought of scribling down all values on a piece of paper -
so I can now type them in - and after a few attempts even conclude that it
is actually as simple as that? typing the same values in the proper places
simply works!! Repeatedly on over 20 shots now, so I quickly script the
thing - takes about ten minutes of work - make a little plugin out of it -
and yes! now I have a tool that fixes all the errors the importer makes. (at
least the ones I found so far) the FBX data is consistent between three
other 3D applications on import and export so I assume they're not
collectively wrong.
Lets just hope none of this gets fixed in an
upcoming release - I would hate to uninstall my first self-installing
plugin.
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