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Why I am beginning to hate 3dxchange

Posted By gogstudios 10 Years Ago
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Mr_Squarepeg
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Posted 10 Years Ago
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Hey Sw000p - 
So I use Unreal Engine and Blender frequently. That said - I am very much in tune with blender community and it's development.

Calling the Blender .FBX Exporter crap is very short sighted and disrespectful.They literally had to remake the FBX api for blender because Autodesk does not like the blender foundation and Blender. Plain and simple. There was a time where the blender devs were ready to give up on the .FBX format. Keep in mind that Autodesk does not cooperate with the Blender Foundation.

Autodesk is in the business of making money. When a competing product comes up and is offered for free and open source.
This case Blender you bet Autodesk is going to do everything in their power to prevent that tool from taking off. Same with preventing them from using their file formats.

The blender devs are some of the best in the space when it comes 3D modeling apps, computer graphics, etc.

Personally speaking I just wish that Alias continued to develop Maya opposed to Autodesk. Same goes for the Developers behind 3DS max and XSI.
Because if Autodesk ever goes under which is a possibility considering they have laid off 10% of staff in favor of cloud based solutions.
Allot of people are SOL and will be looking for a new 3D package. Meanwhile I see Blender getting ready to crank things up to 11 with their 2.8 update.

As for 3DXchange I do not like it. Paying for the ability to export is just silly. Especially in this day and age when export licenses exist. I do not know just me tho.

sw00000p (11/24/2016)
animagic (11/23/2016)
...FBX is Autodesk proprietary and Blender is Open Source, there are philosophical conflicts...:unsure:

I won't "Sugar Coat" it...
Autodesk has a long history of gobbling up the BEST...software, tools, algorithms and more.

~ Autodesk FBX.... Copyright and Production Proven (World Wide)
~ Blender's FBX.... chitty code

If Blender programmers COULD create their FBX code to run as smooth as Autodesk's fbx does...
THEY WOULD.

...but they can NOT! :crying:
_______________________________________________________________________________________
                                          3dxchange works as advertised!

animagic
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Blazoneer (11/18/2016)
Wow--this forum is a gold mine for iClone and 3D Exchange problems.  I'm pre-shopping, so this is saving me money.  For $600, Blender compatibility and other 3rd party-program compatibility should be a given--it's the core feature of this suite. 

You can't blame 3DXchange for poorly implemented FBX functionality of other software. DAZ FBX import doesn't work although export seems to be finally fixed. Also, since FBX is Autodesk proprietary and Blender is Open Source, there are philosophical conflicts...:unsure:



https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

Blazoneer
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Wow--this forum is a gold mine for iClone and 3D Exchange problems.  I'm pre-shopping, so this is saving me money.  For $600, Blender compatibility and other 3rd party-program compatibility should be a given--it's the core feature of this suite. 
gogstudios
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Hi Swoop. I didn't know this was used by others. My first problem was that I couldn't find any answer to polycount issues raised by others. Reallusion has never addressed this major concern in an official tutorial. Hence, I went through the pain of finding out. Also, compatibility with blender is 0 so that delayed it by a lot.

By wrinkles, I mean wrinkles only when the character winks. Not always. I tried to do this with substance approach. I modeled a quick sbsar which generated wrinkles but iclone doesn't bake these substance animation. So, the only other option was to change poly count.

SkyRoads clone for Android: https://play.google.com/store/apps/details?id=com.gog.skyroads
Target Number - A math puzzle game: https://play.google.com/store/apps/details?id=com.tomag.targetNumber

Peter (RL)
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gogstudios (9/4/2016)
I don't know why I am replying here. Doesn't look like reallusion team is even bothered to ackowledge these issues. However, if anyone is reading this, perhaps they can help me out. It is a work forward in terms of exporting from blender.


Hi.. As others have mentioned, the forum is intended for user to user discussion. It is monitored but if you require Technical Support you should use the support form below. Please don't post support requests here as you may not receive a reply. If you use the support form you will normally receive a reply within 48 hours during weekdays. Thanks.

http://www.reallusion.com/CustomerSupport/UserEx/QForm.aspx


                                                                

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gogstudios
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Finally! I got this thing to work! *Patting my own back*

First of all, I couldn't achieve it through blender but I did achieve it with Maya. I know Maya is expensive but MayaLT will do the job too(35$ a month, quite reasonable).

What I was trying to achieve:

Modify poly count for characters created in CC in an external program(preferably blender but that wasn't possible due to 3dx bug). Then import this modified FBX into 3dx and convert it into a character.

How this is helpful:

1. Making game character with different LODs(level of detail).
2. Make mobile ready characters by reducing vertex counts through decimation or other techniques.
3. Modify face morphs to make more realistic face expression.(Higher vertex counts in the face will help model the minute details like wrinkles etc.)

These things won't be useful if they can't be used inside iclone to drive facial and body animation.

Steps:
1. Export from 3dxchange in FBX format with the preset "Maya_win32-bit_Optimized". Basically, delete source morph shapes should be enabled. I am not sure how much the other options affect the next steps.
2. Import FBX into Maya with the options camera and lights unchecked and Animation checked.
3. Go to face select mode and select the faces near the eye or wherever you want. Click on add divisions and make sure mode is set to triangles(not quads).
4. Go to edit->delete all by type->non deformer history and click on it.
5. Click export all, select FBX under type and uncheck camera and lights and check animation.
6. Import this into 3dxchange. It will automatically ask if you want to convert it into a character. Click yes and you are done.

In another example you could remove vertices as opposed to adding them in this example. Here is a crappy quick morph modification I did for my new mesh in under 2 minutes. This wouldn't have been possible with the low poly count around the eyes in the default CC model.




I will be posting an in depth facial morph modification with realistic wrinkles in a few days.



SkyRoads clone for Android: https://play.google.com/store/apps/details?id=com.gog.skyroads
Target Number - A math puzzle game: https://play.google.com/store/apps/details?id=com.tomag.targetNumber

gogstudios
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I never mentioned that I wanted to import into CC. I wanted to import to iclone through 3dx. You can read through every single message to verify that.

I did however try to import to cc too , to see if reallusion had changed something in the latest update. This had been appended to one of the replies to rampa.

SkyRoads clone for Android: https://play.google.com/store/apps/details?id=com.gog.skyroads
Target Number - A math puzzle game: https://play.google.com/store/apps/details?id=com.tomag.targetNumber

vidi
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However In context,  you write it contradictory for me. 
Why subdivide and add points and and you wonder yourself the import to CC  does not work ? :Whistling:





-------------------------------------------------------------------
liebe Grüße vidi




gogstudios
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Hi justaviking. I will do that tomorrow. I think I am close getting it to work. If I am unable to do so, I will contact them i.e. if I don't get a reply here.

SkyRoads clone for Android: https://play.google.com/store/apps/details?id=com.gog.skyroads
Target Number - A math puzzle game: https://play.google.com/store/apps/details?id=com.tomag.targetNumber

gogstudios
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Hi Vidi. 

1.All I want is to add few polys to the face AFTER the character has been created in CC...


but I mentioned

Let's be clear, my intention was never to find the perfect model right out of character creator or get the perfect set of morph shapes handed to me by iClone. My goal was simply to have fully customizable characters generated by the character creator which I could then use 3DXchange to export, make modifications like change poly count, decimate for NPC characters etc.


Also,

Just to be clear, I know that CC functionality cannot be used after the vertex order has been changed(I have read every single post pertaining to this on this forum). All I want is to add few polys to the face AFTER the character has been created in CC.


and..

Once anything is exported out as FBX, it can be modified in any way as long as I am not breaking the morphs or the rig or the UVs. If I modify the vertices, 3dxchange will import it as though it has been created in another program.So, I click on 'convert to non standard character' in 3dxchange, map the bones to the layout. and click on 'apply to iclone'



SkyRoads clone for Android: https://play.google.com/store/apps/details?id=com.gog.skyroads
Target Number - A math puzzle game: https://play.google.com/store/apps/details?id=com.tomag.targetNumber


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