fbx | : scroll : Single-file binary FBX importer
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:scroll: Single-file binary FBX importer.
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QUESTION
I cannot load files users select in a HTML input because the loader expects a URL linux style URL I guess. I have tried feeding it a blob as a URL object, feeding the raw data to the FBX loader, and most recently feeding the mozilla path to it on my system, but nothing works. How can this be achieved without physically uploading the file to the site and passing an actual URL?
This is my latest attempt:
...ANSWER
Answered 2022-Apr-17 at 08:49Try a combination of a file input HTML element and the FileReader
API. Something like:
QUESTION
Dear plastic community,
A colleague and I are currently testing the plasticscm cloud offering in combination with Unity. My setup is as follows:
Setup Lock Rules in the cloud - for example for *.png files. Using Unity 2021.1/2020.3. My colleague checked out a png-file and fbx-file. Both file types are on the organization + project lock rules.
However I cannot see that the files are checked out exclusively in my workspace view and their icons are not changing at all. We are both @main@U_TestPorject@SameServer. I have to try and checkout the files and only then, the system tells me that I cannot edit the files. Furthermore, Unity is properly showing a blue/orange lock, so this is only in the Plastic GUI.
FilesDoNotChangeTheirIconOnMySide
I would like to know why this is happening? Shouldn't the GUI show me icons for checked-out files from other users?
...ANSWER
Answered 2022-Mar-08 at 17:06I'm afraid the Plastic SCM GUI doesn't include an icon for the locked items. Only Gluon does.
As a workaround, you can use the "cm listlocks --help" command to show the locked items.
QUESTION
I am managing the creation of a 3D Asset library, with a delivery expectation of 5,000 models per pass, with several passes each from multiple model creation vendors. The works in progress are all in FBX format, with final delivery in binary gltf (glb) format.
I've been reading the gltf/glb format and I do not see any field where "user data" can be placed. I want to place a string in each glb model identifying the model in such a manner that the model's location in the storage file system and information placement in a database can be validated.
So far, I see everything we need for the 3D assets in the gltf format, but is there any field for user string information? I can easily imagine, of the tens of thousands of models in the final library, some being accidently placed in wrong directories by humans, and/or fat finger typing errors while entering a model's database information, and/or fat finger errors simply entering a filename.
I want a user data field for an identification string so the handling of model storage in the file system and info placement in a database can be automated using software operating off that user data field. Likewise, a user data field can be used to validate a model received is the model requested while developing, and can be used when walking every file of the storage directory hierarchy to validate the presence of every file in that hierarchy using something other than the filename.
...ANSWER
Answered 2022-Feb-27 at 15:58Each object in a glTF or GLB file has a .extras
property that can store arbitrary JSON content. For example, scene.extras
or asset.extras
would probably be natural places for the data you're describing.
3D libraries and game engines should then read that data and make it available to user applications. For example, the 3D library https://threejs.org/ puts the .extras
fields from the glTF file into its Object3D.userData
values.
QUESTION
I am attempting to convert the animation of some older files over to the FBX file format in order to import them into the Unreal engine. I am currently going through the data structures and see how what I have can relate to the FBX data structures. I have a few questions that I am asking the community to help me in my understanding:
Am I able to create the animation separately? As in, do I have to attach a skeleton within the FBX file format? I am asking because Yes, I do have a skeleton for the animation but I would like to be able to extract these separately. Unreal is able to handle combining them both within the program but is it theoretically possible to export the skeleton then the animation? Or do I have to have the skeleton in the animation export in order for the FBX file format to work properly?
With that being said, the old animation file does have references to bones. And by reference to bones, I only have the name of the bone that is belongs to. There is no id, just a string of the name. Which is fine. So when I go to build the FBX for the animation, I will create a scene that holds all of the data. Now for the stack and the layer, should I give each bone name it's own stack? Or should I have only 1 stack and underneath that give each bone name it's own layer?
Note: this is only for 1 object. Each scene will only have 1 object that I am animating. There will never be more then 1 object.
...ANSWER
Answered 2022-Feb-25 at 16:21Do I have to attach a skeleton within the FBX file format?
FBX uses FbxAnimCurveNode
s to link FbxAnimCurve
s to animatable FbxObject
properties (such as translation and rotation). Therefore, if you omit the skeleton from the file, then FbxAnimCurveNode
s theoretically become useless, and all you're left with are generic FbxAnimCurve
s.
An FbxAnimCurve
by itself doesn't really have much significance. You could think of it like a traditional math function f(n)
. Is f(n)
driving translation along the X-axis or is it driving rotation about the Y-axis? There is no embedded information telling what is actually changing with time. (That is the role of FbxAnimCurveNode
.)
That all being said, you might be able to get away with naming each curve. For example, "left_wrist_position_x" or "hip_rotation_z". (This approach might not work with programs such as Maya though.)
Now for the stack and the layer, should I give each bone name it's own stack? Or should I have only 1 stack and underneath that give each bone name it's own layer?
To answer this question: you wouldn't really do either. Bones are defined as FbxNode
s with an FbxSkeleton
attribute attached.
You can think of the FbxAnimStack
as a collection of animation sequences for a single character. You can then think of FbxAnimLayer
as the different sequences for the character such a standing, walking, and running. Each FbxAnimLayer
holds a collection of FbxAnimCurve
s, which are linked to properties such as object translation, rotation, or even changing material color - using FbxAnimCurveNode
s.
The FBX SDK also allows you to blend between layers - for example, blending from a walking cycle into a running cycle.
Hope that helps a bit!
Autodesk goes a little more in depth about these types here
QUESTION
I developed a 3D House Building in Revit. When I export the .fbx file from Revit and import it to unity, there are no textures and materials. Is there any way to export the 3D file in Revit along with textures and materials?
I also tried to import Revit to 3ds Max, and texture appears. Then I exported the house .fbx file in 3dx max and imported it to unity. When I gave extract materials, I extracts one "Generic Material" with no textures, which applies to the whole house.
...ANSWER
Answered 2021-Dec-03 at 11:11When you export fbx to Unity from any 3D modeling software, you get your model, mesh, rigging, etc. You also get all the materials you have asigned in your modeling software, but those materials are all viewed as Unity default materials. You have to import textures you have used into unity and make materials with those textures and use them on model you have imported.
QUESTION
I've tried to push my unity repo to my github but since the files are so large I thought to use LFS. Installed LFS, ran git lfs install
in the terminal, add, commit and push, and I get the following errors:
ANSWER
Answered 2021-Dec-01 at 18:40Installing LFS only affects new commits. You'll have to rewrite the repo to move the old files to LFS as well:
It's safest to do a fresh git clone --mirror
for a few reasons:
You can do a mirror clone, which will clone the remote into a bare repository locally so that you don't check out all your large files unnecessarily. It will also get all the remote branches and tags, and set up remote tracking branches so that you can safely perform a force push.
QUESTION
I'm trying to build a room editor. So users have placed furniture, rotated them etc. All the objects are saved as children of a Room parent. I need to program in functionality to now save the Room along with its children as an FBX or OBJ so it can be sent and be viewed via any 3D viewing software or even opening it up in something like blender (Textures aren't a concern yet)
I tried looking at using the Streamwriter but that doesnt seem to be capable of it. I've looked at https://docs.unity3d.com/ScriptReference/PrefabUtility.html but this doesnt export the prefabs but instead just stores them in project files.
Does anyone have any idea or suggestions of what i could use to go about this
...ANSWER
Answered 2021-Nov-25 at 14:59The FBX SDK bindings can be executed during gameplay allowing import and export at runtime.
NOTE: The FBX SDK bindings are Editor only by default and will not be included in a build. In order for the package to be included in the build, add the FBXSDK_RUNTIME define to Edit > Project Settings... > Player > Other Settings > Scripting Define Symbols.
QUESTION
Here is the face in fbx format that mediapipe uses for their face mesh model. It has 468 vertices. Here is the visualisation of the indices.
Here is the description of mediapipes face mesh model. It outputs landmark positions.
How do I know which landmark belongs to which vertices? For example in blender. When I import the fbx face, how can I get the same indices like the landmarks of the mediapipe face mesh model?
...ANSWER
Answered 2021-Nov-16 at 05:28It seems like indices in the blender with fbx model are same as those provided from mediapipe face mesh solution. These indices are same as those in the mediapipe canonical face model uv visualization. This answer provides example to get a landmark by its index.
Need to have Developer Extras
enabled. In edit mode the option is shown under Viewport Overlays > Developer > Indices
as shown below to get indices in blender. Alternate option to get indices can be found here.
I have shown an example below with left eye landmark indices as they appear in canonical face mesh uv visualization.
Indices Visualization CodeCode based on, https://google.github.io/mediapipe/solutions/face_mesh.html.
QUESTION
I will try to be as thorough as possible by detailing every single step I made.
Here's a simple fidget popper object I made in blender:
There a lot of spheres as you can see in the image above. For it to be a fidget popper they have to pop down, so I needed to create a pop down animation. To do that I added a Shrinkwrap modifier to each and every sphere and then I selected "Apply as Shape Key" on these modifiers. You can see the resulting Shape Keys on the right in the image below:
And finally I created an animation using these shape keys. The animation starts at the shape key value of 0.000 and ends at the value 1.000 as you can see from this short clip:
This animation was done to each sphere.
So far so good. Now I want to export everything to Unity, and that's where I've been stuck for days. If I drag the .blender file into Unity then the animations for all the spheres get joined into one single animation, which is bad because I need each sphere to animate individually. I then tried exporting an FBX file with the default FBX settings and not a single animation got imported into Unity. What's the correct way to import all the animations into Unity? Thanks for reaching the end :)
...ANSWER
Answered 2021-Nov-05 at 18:51Export as FBX and in Unity you can make a script or animation to control your shape keys. In Unity shape keys are called BlendShapes. https://docs.unity3d.com/Manual/BlendShapes.html
QUESTION
I'm quite a ways into a DirectX 12 desktop x64 application built upon several of the DirectX Tool Kit examples, but now also supports custom shaders for directional and omnidirectional shadows, dynamic reflections, a hardware-instanced particle effect system, FBX model skeletal animation, and depth of field post-processing.
On Halloween, Windows Update upgraded my system (Intel Core i7[8th Gen]/GeForce GTX1050) to Windows 11. When I ran my project, I received a spooky surprise in the form of the following 'Source Not Available' window:
After stopping the debug, the application was crashing at the Present()
call in DeviceResources.cpp and generating the following error:
ANSWER
Answered 2021-Nov-04 at 04:29This is a bug in the DXGI Debug Layer interaction with the DX12 Debug Layer w/ Windows 11. There's a simple workaround which is to suppress D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISMATCHING_COMMAND_LIST_TYPE
. The bug itself will be fixed in a future Windows update.
The Debug Layer has always had quirks when it comes to dealing with 'hybrid graphics' systems (i.e. laptops with both Intel Integrated and discrete GPUs), so I have a few suppressions in the DeviceResources implementation related to it:
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