- User Since
- Mar 7 2010, 1:13 AM (446 w, 3 d)
Jun 19 2017
Mar 8 2016
I see, I wish that interpolation anim curves would be supported in order to export smooth animations out.
Feb 17 2016
actually it works like in the picture below. Thanks
i just did copy all the code into my 2 files of the exporter, but still no keyframes whatsoever
yeah, i know about the force start/end frame option, it is not enough for me right now, but i need to have a keyframe on every frame, even the object is not visually moving, for my exported fbx file (when simplify is 0.00)
PS: i tried with
- All Actions and NLA Strips activated
- just All Actions activated
- just NLA Strips activated
okay, this is how i exported this time, and still no keyframes whatsoever
actually the Simplify doesn't work then. With 0.00 i get no keyframe what so ever :(
Aug 5 2015
okay then. I am here for support and testing when that day comes :)
Jul 29 2015
Jul 20 2015
Jul 19 2015
probably I mistyped something, it works! Thanks!
downloading those files, got me not having the fbx exporter showing up in the File Menu, nor in User Pref -> Addosn
I have changed the code, after your specs and I got this error, when exporting the fbx:
so i can do nothing on the model to not get unnecessary keyframes on children, util the fix is done ?
I see that even on simpler scenes, this bug still in happening:
- with green are the objects that I have animated
more info: (i don't know if this has a link to it but maybe it is useful to you)
- i used to have lots of actions in the Action Editor, but I erased the actions that I didn't need
Jul 17 2015
yes. Now I see it! For some reason the page didn't updated for me.
the new exporter looks cooler with the new tabs! Good job guys!
well, here https://builder.blender.org/download/ seem to be Windows versions from tuesday and wednesday only.
and here on the repo, there is no link to download from http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX
or could you please tell me what should I add/remove from the code in order to have the last thing working ? - like you gave me after the bug of weird keyframes on children, Bastien ?
Jul 16 2015
well, it seem that the feature doesn't appear on the exporter yet, no checking button seems to be in this blender versions:
this option will be so cool ! I'm so glad you decided to take into consideration.
Okay, start/end keyframes can be ON by default. That is fine.
Hope you can make that changes to the code soon, I have lots of files to correct. Thanks again! If you can please notify me here when the code got updated.
Jul 15 2015
let me give you a 3rd more practical example, to considerate:
To be short:
- some software really start to work slower when many frames are in the timeline. For this optimization of keyframes is essential. Fortunately there is Simplify and Sample Rate option in the exporter options. By the way Simplify seems to do nothing with the keyframes.
- if further animation editing in other software, if timeline get streched, that last keyframe will be not visible, or if expanded and more keyframes will be added then that last keyframe (250 in my sent file) will be mistaken for a real keayframe that was created by user. The same if all the exported keyframes are moved on the timeline of the other software, or some keframes get deleted, the extra keyframes will just be reason make mistakes. Probably in some situations you may want to see a first and last keyframe even though you didn't create it, but again, this can cause mistakes. Mistakes are not fun :)
cool, but can this thing can be changed? (or could I?)
Imagine a scene with 3000 objects all with just first and last keyframes. That is 6000 unnecesary frames that will slow down real-time the animation for this reason :(
I changed the code in my blender version andworks fine, no more weird keyframes on children. Thanks a lot!
Will this be in the trunk from Blender. 2.76 ?
Jul 14 2015
Jul 13 2015
just downloaded today's version for windows 64: https://builder.blender.org/download/blender-2.75-f4f7348-win64.zip and made that simple scene in Blender
just be sure that you have this version:
by the way, Max and Maya are free to download and use (but no for comercial use), and can be downloaded from autodesk website that gives a licence of 3 years for the software, from here: http://www.autodesk.com/education/free-software/3ds-max
works with 3ds Max 2014 too. See picture below. The picture above wasn't from Maya, but from a software I use at work, very similar to 3ds max.
i wasn't aware that i need to deselect 'NLA Strips' and 'All Actions'.
with those unselected I can get fbx exported with animation :) thanks!
this resolves the orientation of the lamp and camera. Looks like it's working now :) thanks!
Jul 9 2015
this last files i have tested with today's blender-2.75-ec64bf1-win64.zip
Dear Bastien, I have already reported that Binary does not export any kind of animation. I get only 2 keyframes after reimporting it into Blender, but nothing moves.
Or if binary doesn;t work, I am stuck with ASCII. Being deprecated as you say, it is the only option that work with animations.
Jul 7 2015
well I found the "bug". I reported it here: I have found the problem with Specular: see link
Jul 5 2015
after import i get this: , but nothing moves. Something here is broken
not really. I imported the exact file and no animation appearing. this is strange.
and a snapshot of a software that i used at work - no keyframes apperaring
no keyframes in Max
okay, so then can we make Binary better ? because I have things to report about it.
Jul 4 2015
Sorry I wanted to say that FBX ASCII export, doesn't export well. I mixed up the files, by mistake:
Bone.00 does not appear as a whole bone in Max
I wish the FBX export plugin at least could convert out of Cycles simple materials to have a diffuse, a glossy, an ambient occlusion, and an emitter node - as this is the information than can be transferred via FBX between software
And not forget a single attached texture to be able to export and that would be just fine and workable. Curently Cycles export no information of the material of the model.
Can this be done?
Even though I have no coding (nor Python) skills I wanna do it myself, but i need some guidance since I don't know what code to modify. So please help :)
Jun 22 2015
it is a minimized window of Windows since I have a 29" monitor, I thought I make a smaller picture to have a small file.
I don't know what's with the green border. I have never seen it before to any installation of blender.
I tested with all the yesterday builds for windows 64 bit, and all three did the same.
Probably a bug ?
yeah, I wish I could test with the latest builds (https://builder.blender.org/download/) , problem is that I cannot save either .blend or .fbx since the blender window has a green border around it. Looks like it doesn't executes right. - see picture below
Jun 21 2015
I imported a model from 3ds max to blender in Cycles Engine and the materials imported with the same colour and applied texture (fbx binary). I am wondering why doesn't it work the other way around ?
maybe an upgrade of the plugin to ASCII 7.5.0. could export materials properly ?
I saw that 3Ds max 2016 exports 7.5.0 ascii files now.
Jun 20 2015
i made a duplicate of the same thing. cannot delete it :)
by that I mean that I cannot get things moving in other software when exported as fbx binary. only with ASCII I can.
But please let's focus on ASCII and the imposibility to get the specular information out to other software. With Binary I'll come later with another ticket.
I can confirm that FBX Binary exports the camera switched in the opposite direction. This can be fixed prior to exporting by rotate the camera on it's own Y normal transformation orientation by 180 degrees. This is useless if there is camera animation.
FBX ASCII works okay.
Oct 6 2014
it would be very nice to have this in Cycles since is extremely useful when used for Motion Tracking and many more.
Also a 'Only Shadow & Reflections (Transmission)' would be more useful, since this would block entirely the material so it will be invisible and receive actions from the environment (and other objects in the scene)