Replies: 4 comments
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This seems to be some kind of a default material definition (0.0 and 1.0 looks like an initializer value). Are they any other materials in the FBX file? |
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Hi @kimkulling, Thanks for looking into the issue. FBX files: Thanks, |
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Hi @kimkulling, I debugged the Assimp library and found the issue in void FBXExporter::WriteObjects () function. I made the changes in the call and it fixed my issue. Properties70 block is not writing the translation and rotation information. In the function void FBXExporter::WriteObjects () (file code\FBX\FBXExporter.cpp) FBX::Node p("Properties70"); is not writing transformation data, I modified this function block as below and it fixed the issue /////////////////////////////////////////////////////////////////////////////////////////// Please have a look and let me know if my observations are correct and are we missing any other information here. Thanks, |
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Hi @kimkulling, I've changed few more files to add support for texture rotation read and write. Thanks, |
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Hi,
I am facing an issue with FBX export file.
I am importing a fbx file and after importing, aiScene* is having below material property
< MatProperty key="$raw.DiffuseColor|uvtrafo"
type="float" tex_usage="Unknown" tex_index="0" size="5">
0.500000 0.500000 0.152366 0.153189 0.000000
< /MatProperty >
I am exporting the same aiScene* without and modification and on importing it back the property is getting changed to
< MatProperty key="$raw.DiffuseColor|uvtrafo"
type="float" tex_usage="Unknown" tex_index="0" size="5">
0.000000 0.000000 1.000000 1.000000 0.000000
< /MatProperty >
This is causing uv transformation issue in my program. I am not using any Preprocessing flag while exporting the scene.
Any suggestion on how to fix this uvtrafo change? Is Assimp is doing any optimization while exporting the scene?
Also, I've observed that MatPropertyList number is reduced on exporting the fbx file.
Attached xml dump files before and after exporting.
Dump.zip
Thanks
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