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FBX Importer fixes and updates #591
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- Fixed rotation orders (reverse the order, use only for Lcl Rotation) - Fixed animations transformation (proper conversion from parent space to bone space, proper use of rotation order and other transforms) - Implemented Segment Scale Compensate property from Maya (most cases) aka InheritType - Implemented loading bind pose from frame 0 - Properly load all animations from animation layers - Reworked units size (still no program uses it properly to test)
Cool! |
Awesome 😃 |
Awesome! Is FBA still needed for animations? |
Does anyone of you uses FBX, and can validate that it does not break existing stuff badly? Since I'm not using FBX, I'm a bit carefull with directly merging it. |
@bensku no, it's not since previous version |
Oh. Didn't notice that. Very good! |
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@bensku Can you attach the file, please?
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@bensku you're testing the wrong importer ;) |
Oh, that explains a lot :) No wonder why it didn't work... I guess I need to register SceneLoader to be associated with FBX manually. |
@bensku you can just edit Desktop.cfg |
Are you going to merge it? :) |
@shadowislord Could you review this? |
Yesterday I grabbed a few fbx model, I want to test this new fbx loader. |
You can just clone https://github.com/Heatherglade/jmonkeyengine (see the line with the link above the all checks passed) |
A pull request is essentially a branch, you just have to pull it |
So nay news on testing this? |
Sorry for late reply |
@Ali-RS we are not working with Blender, we are working with Maya. I also do know that some stuff Blender imports from FBX wrong, but not necessary this case. We recently made another giant update for FBX importer, i will share it a bit later, so this pull request can be just closed. Also can you send the file you are talking about for us to test in the new version? |
Ok, closed as per request, 👍 for next request :) |
Yes, you can get it here : |
Also, what bone rotation mode does your fbx loader support ? |
@Ali-RS i've never seen quaternion rotation in real files, so i don't think it supports it now. I will check the provided file. |
Okay. I have followed this tutorial for exporting them from blender : http://digitalrune.github.io/DigitalRune-Documentation/html/6f749972-9cb2-4274-b283-c327ba45e379.htm |
@Ali-RS all of this files have problems when importing. We will see why when we have time, thanks :) |
Thank you. |
@Eirenliel I seem to be getting an issue with the animations not playing properly, I have a model created in MayaLT with a walk animation. When I import the model with Jmonkey I get the following: Here is the model in question: |
@deltasquad451 thank you, we will test it. We are working on fixing importer for our game on a daily basis, but it's an active development, so i don't know when we will be ready and have time to try to move it to JME, but it will happen any time soon :) |
@Eirenliel Any news on the above with deltasquad451? This is currently a major blocker for our project and has been for quite some time. We were already considering switching to Unity because we haven't found a way to get our models working. But we really don't want to do that if there's a possibility to get things working. |
@Pilvinen I think you can open .fbx in Blender and then save it like a .xbuf file which has good support from jME :) |
@Pilvinen sorry we currently can't make necessary checks and prepare commits in jME. |
@JavaSaBr Unfortunately it's not possible. Blender messes up the rig on import when importing FBX. The FBX support in Blender is horribly outdated and buggy. And on the other hand Maya LT doesn't support exporting as .xbuf AFAIK. But thanks for the tip anyway. @Eirenliel Give me an estimate so I can make educated decision where to take my project to which I've invested considerable amount of time and money. 1 months, 2 months, 4 months, 6 months, 12 months, 24 months, never? |
@Pilvinen do you think we have no any format which has good support for both programs? |
@JavaSaBr Unfortunately Maya LT supports only .OBJ, .FBX and .mayaLT. It's Autodesk's way of saying "screw you" to indie developers who can't afford Maya full. .blend support is good in Jmonkey but this whole Maya <--> Blender and Jmonkey <--> Maya inoperability has really screwed us over. We've tried all kinds of magic tricks for several months and we simply don't have a way to get our rigged and animated models to Jmonkey. Had we known this would be such an huge issue from the start we might have chosen differently, but we're now one year into development and frankly I'm at the end of my wits with this issue. FBX in a very unfortunate closed format industry standard - but the situation is what it is. Most of the animators out there use Maya or some other Autodesk product - and you guessed it - they all export FBX. Importing to Blender is a no-go otherwise we would simply do it like that and export .blend from Blender. I don't know what to do. EDIT:
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@Pilvinen did you check this addon? |
@JavaSaBr Does the Bos FBX support animations though? |
@deltasquad451 I don't know |
@JavaSaBr This happens with Blender. Unfortunately it's not only the mesh but as you can see the bones are all messed up too, scale and everything. It's hopeless. @deltasquad451 did play around with BOS FBX but was unable to get it working with that either. It was some time ago so I can't remember all the details of what happened. Growlybearproductions link I haven't seen before but it seems he only had problems with the mesh orientation and scale - and if you take a look at the screenshot I provided from my Blender FBX import adventures you can see it's hopelessly messed up and not just rotation and scale issue. The animation is there but it's... very funky. |
@Perjin my artist who works in Blender have advice: |
@Pilvinen again all i can say is sorry, we are pretty swamped right now and if i try to give any estimate on plans, it might be wrong by any magnitude... |
@Pilvinen but i tested the file you send and it does have some issues with animation. Sadly, we have no time to investigate it further :( |
Here is the original topic: https://hub.jmonkeyengine.org/t/fbx-importer/30309
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