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Alias .fbx SDK now free!
Posted: Wed Mar 09, 2005 10:28 pm
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...
Posted: Sat Mar 12, 2005 8:47 am
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.

Posted: Sat Mar 12, 2005 4:27 pm
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

Posted: Sat Mar 12, 2005 7:36 pm
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.
Posted: Sat Mar 12, 2005 11:24 pm
by joi
going to take a better look

Posted: Sun Mar 13, 2005 12:43 am
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.
Posted: Sun Mar 13, 2005 1:17 am
by SomeFusion
Yes it has alot in common. But I think the .fbx format is supported by much more software.
Posted: Wed Mar 16, 2005 8:37 am
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)
Posted: Wed Mar 16, 2005 9:13 pm
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

Posted: Sun Mar 20, 2005 7:20 pm
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.