The fbx im- and export is based on the original Autodesk dlls,
unfortunately nothing Softimage can do much about. A while back we
encountered crashes with a whole bunch of fbx files; support was able to
get us the exact line number where the Autodesk dll crashed out, but
obviously couldn't help us any further. It turned out that even Maya
crashed the exact same way on this data, and the fbx files were
generated with a current Motionbuilder release.
Bottom line, it's Autosdesk who can't read their very own file format.
-André
Sam Cuttriss wrote:
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.
[end of rant]
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