Is it time for Caligari to support FBX?

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Is it time for Caligari to support FBX? // Feature suggestions

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Post by Naes3d // Feb 10, 2006, 4:26pm

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I am going to cast my vote as 'yes'.

Post by chrono // Feb 10, 2006, 5:52pm

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Naw compatibility is over rated! As is useability.


New future laden features is Caligari need!!!

Post by Naes3d // Feb 10, 2006, 6:24pm

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For those who don't know, info from the FBX website:


Alias FBX is a free platform-independent 3D authoring and interchange format that provides access to 3D content from most 3D vendors and platforms. The FBX file format supports all major 3D data elements, as well as 2D, audio, and video media elements.

Compatible with all authoring tools
FBX allows all types of data to be packaged into one file format that can be used by most of today's 3D authoring software. With FBX, you don't have to worry about which software application the data came from, or how you are going to convert it. FBX acts as an interchange hub between most 3D software, regardless of software vendor or computer platform.

Robust data handling
Designed for animators working on state-of-the-art feature films, games, television series and commercials, FBX allows most 3D data types to flow effortlessly between different software applications. Supported data includes all major NURBS and polygon surface types, keyframe and mocap animation, shapes and morph targets, materials and textures, lights, cameras, hierarchical information and character animation data including IK, envelopes and deformations.


It is also the file format of Alias MotionBuilder.

Post by Alien // Feb 10, 2006, 6:32pm

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Sounds good to me, I was 1 of the "what's that?" voters, but if I could I'd change it to yes.


You never know, if Caligari don't do it, maybe someone else will do it. Someone's already done that Doom/Quake importer, so who knows what might happen. I think it would be great if tS could import/export in a format that would both include animation & be compatible with the so-called big-name apps.

Post by mrbones // Feb 10, 2006, 7:12pm

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FBX motion exists in MagicBones for TS7 and MilkShape. Download .FBX Crawling Merc Soldier in .Cob format for a sample.
P.S. I cast my vote as yes.

Post by Alien // Feb 10, 2006, 7:25pm

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What'd you do, just rename the .fbx file so that it had a .cob extension? Managed to get a repeatable crash with this model, so off to the Bug forum I go...

Post by daybe // Feb 10, 2006, 7:34pm

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I wouldn't think that just renaming the file extenion would make any difference and infact I could imagine Truespace getting confused with the object, sort of like a bait and switch, expecting a certain type of code with the object and getting something else, and causing all kinds of problems.

And my vote is yes as well.

Post by Alien // Feb 10, 2006, 7:39pm

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D'oh! I just re-read mrbones' post - I take back what I said about crashing, I don't have his truebones plugin, so that may be the prob. :o


It's just after 5:30am here - that's my excuse & I'm sticking to it. :)

Post by mrbones // Feb 10, 2006, 7:43pm

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Should work for you and everyone else Alien. No Plug-In Needed.

Load model in model view. and open KFE, then press play.

Im Pretty sure, Will not work without KFE open, Did the horse work?

Thanks for trying it.

Cheers:D

Post by Alien // Feb 10, 2006, 8:01pm

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Im Pretty sure, Will not work without KFE open,

Actually, I did get the soldier to move in model view without KFE, it was only switching back to model from player without the KFE open that was a prob.


Did the horse work?

The horse had animation??? [told you it was late :)]

<tries it again>

Yep, & a lot faster than the merc. The merc was really thrashing my CPU & going really slow, whereas with the horse CPU useage stayed just under 50%.


Thanks for trying it.


Cheers:D

No problem. :)

Post by mrbones // Feb 10, 2006, 8:03pm

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You can press play on KFE in model view then move to player while anim is running. SE will move to background. use alt tab to get it back.
Actually, I did get the soldier to move in model view without KFE, it was only switching back to model from player without the KFE open that was a prob.
)

Post by mrbones // Feb 10, 2006, 8:04pm

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try subdividing the horse to slow it down. Looks nicer too.

faster than the merc. The merc was really thrashing my CPU & going really slow, whereas with the horse CPU useage stayed just under 50%.

No problem. :)

Post by Naes3d // Feb 10, 2006, 8:57pm

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FBX motion exists in MagicBones for TS7 and MilkShape. Download .FBX Crawling Merc Soldier in .Cob format for a sample.
P.S. I cast my vote as yes.

Wow. I hadn't been keeping up with MilkShape. But if MilkShape has it then all the more reason I figure tS ought to have it.

Post by tomasb // Feb 10, 2006, 10:49pm

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FXB is planned for 7.1 ;).

Post by Alien // Feb 11, 2006, 4:15am

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use alt tab to get it back.

I just use the button on my taskbar, as the SE shows up as a seperate window there too.

try subdividing the horse to slow it down. Looks nicer too.

For some reason [coffee probably hadn't had time to work its magic], I tried smooth quad divide instead. That was... interesting. :) Works fine with subdivision though.


FXB is planned for 7.1 ;).

Cool! Hopefully this will open some doors previously closed to Caligari.

:banana:

Post by Asem // Feb 11, 2006, 8:58am

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Yes but we shouldn't expect to see it until 7.1 like Tomas said. Lately it has started to become somewhat of a standard (like .obj) and got its recognition because it holds animation data(there's actually more) that almost any 3d program can use. I think even some game engines. Looking forward to the new animation tools.

Post by Naes3d // Feb 11, 2006, 2:38pm

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FXB is planned for 7.1 ;).

Really? That's great! Will we get FBX too? :D

Okay, that was a bad joke...

Glad to hear it. FBX support is necessary.

Good job! :jumpy:

Post by turumdarak // Feb 11, 2006, 7:14pm

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Just as a note of caution, from what I understand FBX is not the be all end all conversion format.


Looking at the Shirow collaboration over at cgtalk, Lightwave loses UV information when importing FBX, so they were using OBJ to transfer the files, and then used either FBX or lightwave formats for the animated file, can't remember which for sure.


Mind you, I could be totally wrong, it's been months since I would have read that. :rolleyes:

Post by RichLevy // Feb 12, 2006, 4:12am

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A native Obj format that works correctly, FBX and MDD formats would cover most all the basics. MDD is a morpg target format used by several programs now thru plugings. With it you can convert to/from C4d, 3DMax, Lightwave, Messiah, XSI. MDD is a vertex converting format, with it you can bring your characters and motions to another program which has hair and particles then add them their for rendering, or bring a mesh and animation to TS7 for rendering.

Non of the above formats are an end all by themselves, but as a group they would allow TS7 to operate in a true multi application pipeline.


Rich

Post by gerardo // Mar 24, 2006, 3:33am

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let me disolve this in to my brain.... if you have any .fbx file and re-named as .cob it will work in truespace???? is just that???? or I´m loooooosing something here???

Post by mrbones // Mar 24, 2006, 5:33am

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Sorry, No.


That doesnt work



let me disolve this in to my brain.... if you have any .fbx file and re-named as .cob it will work in truespace???? is just that???? or I´m loooooosing something here???

Post by gerardo // Mar 24, 2006, 8:56am

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Do you know if the fbx format can export the face animation..... I mean; I need to go from Poser to Truespace via fbx, the face animation in poser will be exported in to truespace via truebones????

Post by gerardo // Mar 24, 2006, 8:58am

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sorry I mean Magicbones...

Post by roman // Mar 25, 2006, 10:54am

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This is a hot issue now. I wonder if anyone would like to see Collada support in TS7.5? It is a supperset of FBX, it is lossles and it has geometry, materials and phyics too.

Post by Alien // Mar 25, 2006, 11:36am

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This is a hot issue now. I wonder if anyone would like to see Collada support in TS7.5? It is a supperset of FBX, it is lossles and it has geometry, materials and phyics too.

If it'll give us even more/better compatibility & options for importing/exporting between tS & other apps then I think it would be a great idea.

Post by jamesmc // Mar 25, 2006, 1:37pm

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From Wikipedia: I didn't know what it was either :)


COLLADA is a COLLAborative Design Activity for establishing an interchange file format for interactive 3D applications.


COLLADA defines a standard XML schema for data interchange.


Originally established by Sony as the official format for PlayStation 3 and PlayStation Portable development, COLLADA continues to evolve through the efforts of the Khronos contributors. Dozens of commercial game studios and game engines have adopted the standard.


COLLADA version 1.4, released in January 2006, supports features such as character skinning and morph targets, rigid body dynamics and shader effects for multiple shading languages including the Cg programming language, GLSL and HLSL.


Solutions exist to transport data from one Digital Content Creation (DCC) tool to another. Supported DCCs include Maya (using ColladaMaya), 3D Studio Max (using ColladaMax), Softimage XSI and Blender. Open-source game engines, such as Ogre3D, have also adopted this format.


Two utility libraries are available to simplify the import and export of COLLADA documents: the COLLADA DOM and the FCollada library. The COLLADA DOM is generated at compile-time from the COLLADA schema. It provides a low-level interface that eliminates the need for hand-written parsing routines, but is limited to reading and writing only one version of COLLADA, making it difficult to upgrade as new versions are released. In contrast, Feeling Software's FCollada provides a higher-level interface and can import all versions of COLLADA. FCollada is used in ColladaMaya, ColladaMax and several commercial game engines.


https://collada.org/public_forum/welcome.php


some FAQ on it in another forum

http://www.3d-test.com/interviews/collada_1.htm


Might as well jump on the bandwagon , the future of Microsoft office will be XML as will a lot of applications. Collada is based on XML as well.

Post by Gwot // Mar 25, 2006, 2:47pm

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I voted no for fbx, simply because I don't think it is the best format. I'd sooner see effort put into supporting COLLADA myself. Having used Motion Builder for a few years among other apps I've found FBX to be rather unreliable as a universal format. Now that it's owned by Autodesk, I see FBX and 'universal format' as a conflicting statement when used together.

FBX is owned by a major 3d software company that most definitely has its own agenda. COLLADA is more robust, and is an open standard and already has all the big 3 (max, maya and xsi) offering up support for it, not to mention one of the most advanced game engines on the planet - Unreal. UEngine 3 will have COLLADA support. These are the leaders. When they have support for something as important as this, everyone else should be following suit.

Post by xmanflash // Apr 15, 2006, 11:19pm

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FXB is planned for 7.1 ;).


So did it make it into 7.1 ??

Post by JPSofCA // Apr 15, 2006, 11:27pm

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At the time of that post, 7.1 really meant 7.5. We have 7.01...but in our time, we see it as 7.1. In a parallel universe somewhere else someone, right now, is looking at this:


:banana:


...and seeing a bouncing apple!


HTH

Post by splinters // Apr 20, 2006, 12:10pm

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I see that DAZ studio now supports fbx. Not bad for a free app..:rolleyes:
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