ファイル:Fbx example kngcalvn.zip - Some kind of squirrel/hamster (mostly, animation and rigging).Here are a few demo files intensively used as test cases during dev: There is no way to support that directly in Blender, so we'd have to somehow apply a reverse of those transformations to children I think… See also T54071 for a nice simple example file. 'Geometric' transformations are supposed to only be applied to current node, and not be inherited (i.e. Add support for advanced Bézier-like interpolation of FBX anim curves.Ĭorrect Handling of Geometric Transformations in Parenting.Imported actions are linked to related object/bone/shapekey, on the 'first one wins' basis, if you exported a set of them for a single object you'll have to relink them yourself.a set a close keyframes, with linear interpolation). Animation support is minimal currently, we read all curves as if they were 'baked' ones (i.e.Bones' orientation import is complex, you may have to play a bit with related settings until you get expected result.Armature Mesh relations (skinning, only through Deformers system currently).Textures (only image/video type, no embedding support yet).Cameras (Note: there are some remaining unresolved orientation issues with cameras, due to insane transform model from Maya.).WARNING! Parenting is known broken when parent uses 'Geometric' transform (like 3DSMax offset transform, see details below). Objects, and simple parent relations between objects (no transform constraints, though)., see T45677) - warning: most likely a real nightmare!ħ.x Bin Importer Implemented and expected to be working! Support armature instances (dupli, group.Finish 'Bake transform' feature (using it for empties, armatures?).More animated properties (like material ones)?.things that we might want to add, if time allows. Armatures’ instances (through dupli or group instancing e.g.) **are not supported**.This may be enhanced to be smarter in future, but not really considered urgent, so for now you'll have to link actions to objects by hand. Animations (FBX AnimStacks, Blender actions) **are not linked** to there object, because there is no real way to know which stack to use as 'active' action for a given object/mesh/bone.Bones would need to get a correction to their orientation (FBX bones seems to be -X aligned, Blender’s are Y aligned), this does not affect skinning or animation, but imported bones in other apps will look wrong.Shapes baked animation (percentage of effect of each shape, hence only relative ShapeKeys are handled here!).Armature baked animation (loc/rot/scale of bones).Basic object baked animation (loc/rot/scale).Materials Textures relations: textures can affect:.Textures (only image/video type, embedding should work, needs 'COPY' path mode).Node-based materials (including Cycles one) are exported as very basic ones in FBX, featuring only the diffuse color (called 'Viewport Color' in Cycles e.g.).DupliObjects (from dupli or particles, also handles groups), as instances.Empty objects' FBX type may be controlled through a String custom property named 'fbx_type'.Objects, and simple parent relations between objects (not through constraints, though).1.8.5 Deep Exploration (Right Hemisphere)ħ.4 Bin Exporter Implemented and expected to be working!.1.2.2.1 Correct Handling of Geometric Transformations in Parenting.1.2.1 Implemented and expected to be working!.1.1.1 Implemented and expected to be working!.
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