Blender Fbx A place to fathom its idiosyncracies


#1

I tracked down the guy who made Blenders fbx exporter :slight_smile: I haven’t contacted him as i,m not sure I understand the idiosyncracies of the issue. Reading through the posts covering the development of the plugin it looks like his involvement stopped with making it export but not import.
http://blenderartists.org/forum/showthread.php?92082-Contract-work-for-making-a-blender-exporter

The Fbx is covered here

http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX


#2

Great job @Judas , Have you also experimented with exporting from Blender to DAE and using the FBX converter tool on a DAE?


#3

Hey @Judas !

During my IK and Procedural Animation research yesterday I found that the character designer for the indie-game Overgrowth is rigging with Blender for export to their game engine. Thought you might be interested in, or at least inspired by, the explanation video Art Overview #5 – rigging new characters in Blender

Cheers :D,

David


#4

Blender has a inbuilt rigging solution possibly even the one used above called Rigify.
I must have a go at either starting off completely making a rig or using rigify, to see if I can get anywhere that way.
Reading the forum i linked 2 above and from my own experiments trying to mod the ron avatar I’m possibly being scuppered by attempting to import an pre-created rig to adapt. In that the importer breaks things I don’t understand.
My secondlife rigging was all done using the Avastar add on for Blender.

So like Donny says strap on your stupid its time to learn some big boy tools.


#5

Hi Judas, as far as i know you cant edit a pre rigged character mesh once its skinned and weighted to the bones, if you try to edit, it will break it, and you will have to redo it all over again.
Thats in 3Ds Max anyway, not to sure about Blender.


#6

I do know that in Maya you can export the skin weights and save. Then detach the skin and make adjustments, duplicit and then import skin weights. I was told that blinder was modeled after Maya so i would think one could do the same. I also know that if you want to tweak a FBX rig mesh it can me done in Maya virt by virt (very time consuming) but works great. I am by far not an expert so i welcome any any point outs if i am off base. Good luck with your rigging. I am at the point of building the joints by hand and starting from scratch.


#7

https://alphas-new.highfidelity.io/uploads/highfidelity/67/41bd78fdfbf81071.png
I got this one working a while back using the ron avas rig just parenting and weighting it in blender but I had to do my export via dae to c4d to get it to work. This is about getting it to work really Just in Blender.


#8

@Judas, as we discussed in world… the Blender Foundation Sintel open source movie character rigged mesh might be a nice openly accessible one to try to take through the route from Blender to HiFi.

Its been taken into Second Life and OpenSim via Collada (.dae) as a rigged mesh avatar and works fine there. Picture above is from OpenSim 0.8.0.

Some notes on rigged mesh avatars, and links for the downloads are at:
http://blog.inf.ed.ac.uk/atate/2014/05/22/mesh-avatars/


#9

@Judas, the more I hear tales of woe from the use of off the shelf and import/export exploits I become more determined to build one from scratch based upon the skeleton configuration and joint names called out in the picture from Kevin(?). If I’m going to have massive fail and flailly twisted avatars I want to be able to pin down the problems a little easier, I guess. please keep us all posted on how your route works and we can compare notes. :slight_smile:


#10

Quick test of the Blender Sintel character rigged mesh exported from OpenSim via the FireStorm Viewer 4.6.5 Collada mesh exporter into .dae form, and then converted without any changes to .fbx with Autodesk’s FBX Converter and uploaded to Hifi via the Interface.

I had to change the scale from the default 15 to 500 to make it show, as it was ultra tiny and inside the head model before that. I did not add any other parameters in the “skeleton” mesh importer dialogue. The avatar skeleton is rotated and untextured in this test as I did not have permission to export the textures from the OpenSim location where this mesh avatar is provided.

Model temporarily (while testing only) available at
http://vue.ed.ac.uk/hifi/fbx/temp/Sintel_Rigged_Avatar.dae
http://vue.ed.ac.uk/hifi/fbx/temp/Sintel_Rigged_Avatar.fbx


#11

In Blenderr Z is up in Maya and max Y is up wiseup
:slight_smile: as it were


#12

@Judas, for the test I did I just exported the avatar rigged mesh from OpenSim to Collada +.dae and converted to .fbx as a quick test without really knowing the proper workflow or adjustments. The mesh did show as upright in Autodesk’s FBX viewer…

The files pointed to via http://www.sintel.org/news/sintel-lite/ include a zip file with the .blend model and textures in JPG format. http://www.filefactory.com/file/b55h262/n/sintel_lite_v2_1.zip 11.6mb


#13

Is a relief for me and exciting to see someone else experimenting with this.But bringing things from Second life to hf isn’t my goal. I want a workflow from Blender to HF. I did download the Sintel avatar which has particle hair which I would love Hf to support. The Blend file available wouldn’t satisfactorily preview in fbx convert. Truthfully I would prefer not to use a proprietary solution .Hf is open source, open source should be the goal.
I love to drive my car but I don’t understand how it works. I’m much the same with 3d software I’m much happier making stuff than dealing with this shit. If the fbx converter isn’t complete why have it.Is like having a car that will take you to work but not bring you home.
@Be_Austin Did you try Bos fbx?


#14

Like yourself @Judas, I just want this stuff to work and am more interested opin usable content than all the complexities of formats and converters. But I will take a look at the route… I installed Blender 2.71 test today which says it has improved FBX handling, and I updated to 3D Max 2015 which now has FBX plugins preinstalled.

The Sintel avatar does seems to be the correct way up in 3D Max and FBX viewers, so I am not sure why its laying down in HiFi.


#15

It does not help that HyFy does not have a trendy preview window to show the avatars rigged correctly before uploading. :-p


#16

I think that would be a great thing to put on the job list @loki! :smile:


#17

If i see the nice avatars on this page. then the basic one i use feels so.noob :slight_smile:


#18

#19

This is a really interesting add on for blender rigging. Has a really cool option to use bones to deform say a face to create blenshapes, in a much easier controlled way than just using proportional editing.
I haven’t tried it out fully but the video explaining it is worth a look.
http://stonefield.cocolog-nifty.com/higurashi/2014/05/bone-modeling-1.html


#20

http://vimeo.com/97096194

And sorry for posting all this shit but ¬.¬ someones got Faceshift working in blender here. I have to go to work soon but when I get back I expect someone to have made me a tutorial explaining how to do this written so an idiot like me can follow it :slight_smile:

http://www.dfki.de/~fanu01/faceshift_to_blender/FaceShift2Blender-v1_0.py