Export in ASCII FBX 6.1 #53828

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opened 2018-01-18 17:20:22 +01:00 by Vyacheslav · 16 comments

System Information
Operating system Windows 7 graphics card Nvidia 730
Blender Version 2.79.1
If i export in ASCII FBX 6.1 my model lost uv coordinates and model are displayed without textures in other programs.
Why is this happening in this version? Is it possible to create an export in binary form for 6.1 version? Older programs can not read 7.1 fbx

System Information Operating system Windows 7 graphics card Nvidia 730 Blender Version 2.79.1 If i export in ASCII FBX 6.1 my model lost uv coordinates and model are displayed without textures in other programs. Why is this happening in this version? Is it possible to create an export in binary form for 6.1 version? Older programs can not read 7.1 fbx
Author

Added subscriber: @Ghostil

Added subscriber: @Ghostil
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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If I export ASCII FBX 6.1 I can see a LayerElementUV and corresponding stuff in the exported file.

Could you be more specific in regards to which 'other programs' have trouble importing those UVs?
Do they report any (error) messages whatsoever?
(I can try Maya/Soft/Unity tomorrow)

Marking as incomplete until we have further info...

If I export ASCII FBX 6.1 I can see a LayerElementUV and corresponding stuff in the exported file. Could you be more specific in regards to which 'other programs' have trouble importing those UVs? Do they report any (error) messages whatsoever? (I can try Maya/Soft/Unity tomorrow) Marking as incomplete until we have further info...
Author

You can try May maybe there will be it the same way. I tried the trial 3d 3d 2015. Only the binary FBX works fine, but it does not exist in the blender.

You can try May maybe there will be it the same way. I tried the trial 3d 3d 2015. Only the binary FBX works fine, but it does not exist in the blender.
Author

Old 3ds max no show uv in text fbx. (3DS max 5.0 ) for example.

Old 3ds max no show uv in text fbx. (3DS max 5.0 ) for example.
Author

In #53828#479975, @lichtwerk wrote:
If I export ASCII FBX 6.1 I can see a LayerElementUV and corresponding stuff in the exported file.

Could you be more specific in regards to which 'other programs' have trouble importing those UVs?
Do they report any (error) messages whatsoever?
(I can try Maya/Soft/Unity tomorrow)

Marking as incomplete until we have further info...

Where can I write a request to the developers about adding some sort of feature? For example, what function is not described now and that its developers have created in a blender?

> In #53828#479975, @lichtwerk wrote: > If I export ASCII FBX 6.1 I can see a LayerElementUV and corresponding stuff in the exported file. > > Could you be more specific in regards to which 'other programs' have trouble importing those UVs? > Do they report any (error) messages whatsoever? > (I can try Maya/Soft/Unity tomorrow) > > Marking as incomplete until we have further info... Where can I write a request to the developers about adding some sort of feature? For example, what function is not described now and that its developers have created in a blender?
Member

Just tried Maya 2016 and Unity 5.4 and UVs come over without problems in ascii fbx.
3Ds max 5.0 is more than 15 years old, I think there is nothing we can do on our side to support something like this.
Not sure about the trail of 3d 3d 2015 [I guess you mean 3Ds Max 2015? ;)], cannot test this. But I would be surprised if this is not supported there...

Again, was there any (error) message upon import?

Just tried Maya 2016 and Unity 5.4 and UVs come over without problems in ascii fbx. 3Ds max 5.0 is more than 15 years old, I think there is nothing we can do on our side to support something like this. Not sure about the trail of `3d 3d 2015` [I guess you mean 3Ds Max 2015? ;)], cannot test this. But I would be surprised if this is not supported there... Again, was there any (error) message upon import?
Author

In #53828#480137, @lichtwerk wrote:
Just tried Maya 2016 and Unity 5.4 and UVs come over without problems in ascii fbx.
3Ds max 5.0 is more than 15 years old, I think there is nothing we can do on our side to support something like this.
Not sure about the trail of 3d 3d 2015 [I guess you mean 3Ds Max 2015? ;)], cannot test this. But I would be surprised if this is not supported there...

Again, was there any (error) message upon import?

yas 3ds max 2015 normal import.

Many programs have binary export in the old format.
Look at the export to maya in fbx, there you can choose the version (2009fbx) and type Binary and ASCII this job for all version.
You need to create a binary type and version 6.100 instead of a textual one like now.
This can be done ?
In this lmage set Banary Type And Version 2010, Versions until 2009 in old programs work correctly but only in binary form.
Now you have only version 7.1
img15.jpg

> In #53828#480137, @lichtwerk wrote: > Just tried Maya 2016 and Unity 5.4 and UVs come over without problems in ascii fbx. > 3Ds max 5.0 is more than 15 years old, I think there is nothing we can do on our side to support something like this. > Not sure about the trail of `3d 3d 2015` [I guess you mean 3Ds Max 2015? ;)], cannot test this. But I would be surprised if this is not supported there... > > Again, was there any (error) message upon import? yas 3ds max 2015 normal import. Many programs have binary export in the old format. Look at the export to maya in fbx, there you can choose the version (2009fbx) and type Binary and ASCII this job for all version. You need to create a binary type and version 6.100 instead of a textual one like now. This can be done ? In this lmage set Banary Type And Version 2010, Versions until 2009 in old programs work correctly but only in binary form. Now you have only version 7.1 ![img15.jpg](https://archive.blender.org/developer/F1891648/img15.jpg)
Bastien Montagne was assigned by Philipp Oeser 2018-01-19 17:24:15 +01:00
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Added subscriber: @mont29

Added subscriber: @mont29
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Will let @mont29 have a (final?) word on this.

blender is not using Autodesks FBX SDK (iirc for legal reasons - free but not opensource...) but instead something that is reverse engineered.
So it is not as easy as changing a preset/option unfortunately... Supporting every flavor of FBX is therefor tedious and timeconsuming.
Can this be done? Probably yes. Will it be done? I have my doubts. But like I said: lets see what Bastien has to say.

Another possibility would be to get someone external paid to do this (you could try [here ]] or [ https:*www.blendernetwork.org | here )

Will let @mont29 have a (final?) word on this. blender is not using Autodesks FBX SDK (iirc for legal reasons - free but not opensource...) but instead something that is reverse engineered. So it is not as easy as changing a preset/option unfortunately... Supporting every flavor of FBX is therefor tedious and timeconsuming. Can this be done? Probably yes. Will it be done? I have my doubts. But like I said: lets see what Bastien has to say. Another possibility would be to get someone external paid to do this (you could try [here ]] or [[ https:*www.blendernetwork.org | here ](https:*blenderartists.org/forum/forumdisplay.php?52-Paid-Work))
Author

In #53828#480231, @lichtwerk wrote:
Will let @mont29 have a (final?) word on this.

blender is not using Autodesks FBX SDK (iirc for legal reasons - free but not opensource...) but instead something that is reverse engineered.
So it is not as easy as changing a preset/option unfortunately... Supporting every flavor of FBX is therefor tedious and timeconsuming.
Can this be done? Probably yes. Will it be done? I have my doubts. But like I said: lets see what Bastien has to say.

Another possibility would be to get someone external paid to do this (you could try [here ]] or [ https:*www.blendernetwork.org | here )

Another such question is not to create a separate topic. How can I add my own image format to the blender? If I want to display textures in my format in the scene? There is an addon on the python for importing, exporting geometry, but I did not find how to connect the image format.

> In #53828#480231, @lichtwerk wrote: > Will let @mont29 have a (final?) word on this. > > blender is not using Autodesks FBX SDK (iirc for legal reasons - free but not opensource...) but instead something that is reverse engineered. > So it is not as easy as changing a preset/option unfortunately... Supporting every flavor of FBX is therefor tedious and timeconsuming. > Can this be done? Probably yes. Will it be done? I have my doubts. But like I said: lets see what Bastien has to say. > > Another possibility would be to get someone external paid to do this (you could try [here ]] or [[ https:*www.blendernetwork.org | here ](https:*blenderartists.org/forum/forumdisplay.php?52-Paid-Work)) Another such question is not to create a separate topic. How can I add my own image format to the blender? If I want to display textures in my format in the scene? There is an addon on the python for importing, exporting geometry, but I did not find how to connect the image format.
Member

Another such question is not to create a separate topic. How can I add my own image format to the blender?...

Please stay on topic. That would be a support issue and not a software error we can investigate.

For general issues, check on support sites such as:

  http://blender.stackexchange.com
  https://blenderartists.org/forum/forumdisplay.php?7-Support
> Another such question is not to create a separate topic. How can I add my own image format to the blender?... Please stay on topic. That would be a support issue and not a software error we can investigate. For general issues, check on support sites such as: ``` http://blender.stackexchange.com https://blenderartists.org/forum/forumdisplay.php?7-Support

Added subscriber: @ideasman42

Added subscriber: @ideasman42

Note that I'd propose to remove this exporter: blender/blender#53877 since binary FBX is much better supported now.

Note that I'd propose to remove this exporter: blender/blender#53877 since binary FBX is much better supported now.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Yeah, final word here is that FBX6.1 has only been kept for a few specific use cases where it was better/easier to use than binary 7.x. But it is not maintained anymore, and doomed to disappear soon. Supporting one version of that mess is already a nightmare, we cannot afford to support older versions too. :)

Yeah, final word here is that FBX6.1 has only been kept for a few specific use cases where it was better/easier to use than binary 7.x. But it is not maintained anymore, and doomed to disappear soon. Supporting one version of that mess is already a nightmare, we cannot afford to support older versions too. :)
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Reference: blender/blender-addons#53828
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