Alias .fbx SDK now free!

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Cyberdigitus
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Alias .fbx SDK now free!

Post by Cyberdigitus »

Alias, having acquired Kaydara a while ago, just made the .fbx file format originaly used in MotionBuilder and also regarded as a general integrated format (3d, audio, video,...), more accesible by lowering the sdk price from 3500$ to free...

Press announcement

Alias FBX site

I'll have a look at it, i'd love a converter or ex-importer for ogre.mesh/xml but I have zero c++ experience...
. . .
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SomeFusion
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Post by SomeFusion »

This made me reinstall my Motionbuilder 5.0. I'll try to make a fbx2ogre converter, but I'm not that experienced, so it may take a while. :)
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Post by joi »

can you explain to me why work on a FBX format ? seems to me they are just like MB (maya binary) fomart. Lights, cameras, shaders, meshes, everything he has maya binary has.

I just couldnt see a point :?

Maybe i need some light :)
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SomeFusion
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Post by SomeFusion »

Almost every major 3D package has an exporter to the .fbx format. You would have with one converter an exporter for all those packages.
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Post by joi »

going to take a better look :o
Last edited by joi on Sun Mar 13, 2005 2:47 am, edited 1 time in total.
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sinbad
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Post by sinbad »

I intend to look at the format sometime once I've got the XSI exporter where I want it. It sounds a lot like the dotXSI format.
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SomeFusion
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Post by SomeFusion »

Yes it has alot in common. But I think the .fbx format is supported by much more software.
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Post by P »

I m looking into .fbx right now, hope this will help me to export lightwave animations and meshes to ogre (and because .fbx plugin exists almost for everything i think this can help exporting to ogre for all 3D softs)
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zarthrag
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Post by zarthrag »

selecting dotXSI or .fbx wouldn't be a bad idea for a Ogre "univeral exporter". It might save alot of people alot of time, considering you guys wouldn't have to develop more than one exporter ;-)
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Post by utgames »

I'm in the process of working on a standalone dotXSI converter, which sinbad is going to import to cvs. The problems you run into are that there are SO many different ways an artist can configure the models prior to exporting. I have the tool working for how we configure our files (all bones constrained to nulls, linear function curves, all bones in hierarchy, since XSI allows you to have non-hierarchical bones). Also difficult is the fact that the XSI FTK is badly in need of an update. The nice thing about a converter is that it can translate the .XSI files without you actually even owning a copy of XSI.

It does seem like most of the exporters are using a lot of the same code... in fact, code from other exporters was useful in putting this one together. The idea of a standardized format in the 3d modeling industry sounds great, but is probably too good to be true.

I haven't tested it yet, but I have heard that you can export dotXSI files from the XSI Mod Tool. Has anyone tried this? If that's the case, it may be possible to use the mod tool to get models into OGRE.
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