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Reading FBX with Vertex Shape keys

Posted By RobertoColombo 8 Years Ago
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RobertoColombo
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Hello RL,

this is a feature that could boost the morphing capabilities: to have 3DXchange be able to read and correctly process the Vertex Shape keys of an object.
I created with Blender a prop, containing some morphing animatoin baked with the Vertex Shape keys, exported in FBX: DAZ4.9 can correctly import them.
3DXchange (I have the 5.5 Pro version, so I am not sure about the v.6) seems not able to "correctly" open the FBX Binary 7.4: it complains that the FBX should be saved as an older version, but then the prop is opened.
The animation is there (I can see in the Animation group) but when I run it, nothing happens.
Woudl it be posisble to add this feature in the next upgrade ?
For sure, it would be a good reason for me to buy 3DX v.6 Rolleyes

Cheers

  Roberto


My PC:
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Edited
8 Years Ago by RobertoColombo
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not knowing blender, but check into point cache modifier and exporter.
that does the job for 3ds max exports

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Edited
8 Years Ago by budbundy
RobertoColombo
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budbundy (2/1/2016)
not knowing blender, but check into point cache modifier and exporter.
that does the job for 3ds max exports


Hi,
not sure I got your comment.
You are telling that you can export, from 3DS Max, some "morphing keys" (Shape Vertex keys make it possible to change the mesh vertex positions along the timeline, exactly like morphing) into a FBX file, then read this file into 3DXchange and see the morphing taking place when you preview the embedded animation ?
Actually I have 3DXchange 5.5 Pro, so I can't check whether v6 enable this....

Cheers

  Roberto

My PC:
OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390  RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB  /  
SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung
VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12

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yes, it bakes vertex animations.Cool
i was using it to make animated oceans a year or two ago,
i used 3dx 5.5, so the version isn't a issue.




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Edited
8 Years Ago by budbundy
RobertoColombo
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Hi,
thanks for the reply.
That's strange, because the FBX plays correctly in DAZ but not in 3DX: I wonder what could it be the problem there Ermm
I also tried to export in 3DS format (from Blender) but no luck...
Would you mind to help me a bit ?
I will shoot some questions:

1. did you exported in FBX format or in 3DS format ?
2. if you exported in FBX format, what is the FBX version that you used ?
3. what is the FPS used in the animation in 3DS Max ?
4. what is the "sample per second" setting used when you open the FBX in 3DX ?
5. was the mesh deformation exactly as you saw in 3DS max ?

Thanks in advance for the help 
Cheers

  Roberto



My PC:
OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390  RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB  /  
SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung
VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12

Edited
8 Years Ago by RobertoColombo
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1. fbx
2. it was done in max 2013, but i think the fbx version was 2011 or 12 ...long time ago
3. 3dx default setting
4. 3dx default setting
5. it was exactly the same..

like i mentioned above, you need the point cache scripts or plugins
that allow recording the data and exporting it.
a simple export will only yield transform data

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RobertoColombo
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Thanks.
i missed the note about the plug-in...
Do you know where can I find it ?
Is it available anywhere for download or should I buy ?

Cheers

  Roberto

My PC:
OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390  RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB  /  
SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung
VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12

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here's the import/export script
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/PC2_Pointcache_import

your going have to do some googling for more info.
i dont use or have blender to experiment.







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RobertoColombo
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Hi budbundy and sw00000p,

thanks for the answer.
I will go on with your suggestion in the weekend, when I am back from the biz trip.
You can expect some more question from me then... Wink
In the meanwhile RL has answered my ticket saying that they do not plan the vertex key support in 3DX6, but they will think about for 3DX7....

Cheers

  Roberto

My PC:
OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390  RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB  /  
SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung
VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12

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i went through my old notes on this
and forgot i used another maxscript
which baked the modifier stack into keyframes


not that this will help you, but in case swOOOOOp wants it
here it is.

/*
bakes the vertices from the modifierstack to a keyframed editablepoly
*/

fn bake obj progBar = 
(
   undo on
   (
      try
      (
         local start = animationRange.start as integer
         local end = animationRange.end as integer/160
         local vertSels = #()
         local vertPos = #()
         local startT = timeStamp()
         
         if classof obj.modifiers[1] != Edit_Mesh then modPanel.addModToSelection (edit_mesh())
         if obj.selectedVerts.count == 0 then polyop.setVertSelection obj #all
         
         local progUpStep =  50.0/((end-start) as float)
         local progUp = 0
         for t1 = start to end do
         (
            local curVerts = #()
            local curVertsPos = #()
            at time t1
            (
               for i in obj.selectedVerts do
               (
                  local vert = i.index
                  local pos = obj.verts[i.index].pos
                  append curVertsPos pos
                  append curVerts vert
               )
            )
            append vertSels curVerts
            append vertPos curVertsPos
            progUp += progUpStep
            progBar.value = progUp
         )

         for m = 1 to obj.modifiers.count do deleteModifier obj 1

         animate on
         (
            for t2 = start to (end-1) do
            (
               local oldPos = #()
               at time t2
               (
                  for i in vertSels[t2+1] do append oldPos (polyop.getVert obj i)
                  polyop.setVert obj vertSels[t2+1] vertPos[t2+1]
               )
               if t2 > 1 then
               (
                  at time (t2-1)
                  (
                     polyop.setVert obj vertSels[t2+1] oldPos
                  )
               )
               progUp += progUpStep
               progBar.value = progUp
            )
         )
         local endT = timeStamp()
         print("Time: " + ((endT-startT)/100) as string + "ms")
         --progressEnd()
      )
      catch("Something went wrong")
   )
)
function sel_filter obj = selection.count == 1 and classOf selection[1].baseobject == Editable_Poly 

try(destroyDialog mainRollout ) catch()
rollout mainRollout "Bake!"
(
   label descLabel1 "Bake vertices pos"
   label descLabel2 "from modifier stack:"
   pickbutton pickButton "object: " width:80 filter:sel_filter
   button bakeButton "Bake!" width:80 enabled:false
   progressbar progBar color:green
   label aboutLabel "havardsc@stud.ntnu.no
   
   local bakeObj = undefined
   on pickButton picked obj do
   (
      bakeButton.enabled = true
      pickButton.text = obj.name
      bakeObj = obj
   )
   on bakeButton pressed do
   (
      
      bake bakeObj progBar
      
      
   )
)
createDialog mainRollout 125 130
clearListener()





.
Edited
8 Years Ago by budbundy



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