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Directx Fbx Converter Blender Animation: How to Create and Edit Animated Characters



I am using the directxtk contentexporter to convert a a fbx file with animation to sdkmesh. The fbx file is exported from blender, it includes an animation using model bones. After exporting to fbx, I can load the fbx file using autodesk fbx review and the animation displays correctly. When using contentexporter to convert the fbx to sdkmesh I get the following warning "No model binding for mesh "..." so creating a default subset". When trying to load the sdkmesh in the directxtk model viewer I get an error "Error loading model ...sdkmesh".


The coppercube forum says only directx 3D animations from blender v2.66 are fully supported. Static models from most other formats are supported and fbx animations will work but only with a single texture slot.




Directx Fbx Converter Blender Animation



Great work!In order to insert blender in a pro pipeline, it needs a pc2 importer/exporter. With a good point cache communication, you can do nearly every exchange. PC2 is the only point cache Autodesk format. With only one format support, you will be compatible with 3 major softwares (maya, 3dsmax, XSI) with all vertex animation, no matter how objects are deformed. So if you want blender in a professionnal pipeline, you need pc2.


I believe the file was originally created in 3DS Max and exported using the PolyTrans geometry converter from Okino Computer Graphics. It would seem likely that head mesh is being deformed by the incorrect import of the animation data; as when the animation data is ignored by importers they get the head mesh correct. Clearly the microsoft app gets this correct.


I believe the model I using is also available in the demo download of Dark Voices from The Game Creators, which is what I am trying to implement in Leadwerks. I've bought the full package (not expensive) to play around with it. It's basically a Lip Sync animation package which should work fine in Leadwerks once I've written the code for it. It relies on having a 3D head model animated with 9 specific phonemes for the speech part. You can then use their converter software to convert single channel wav files containing your speech to a sequenced and time stamped list of phonemes used to drive the animation. It looks pretty cool and quite acceptable for games. The mouth movements are simply interpolated between each phoneme. The package contains the original MAX model and rigs as well as the .x file.


One of the best things about this tool is that it is very quick compared to the software Autodesk released in the past. FBX converter was the next best thing - it looks like this is what we'll be using going forward! Hopefully they deploy this with Max, Maya, MotionBuilder and Mudbox going forward.There's a substantially lacking feature though. If you're an animator, particularly for games, and only want to export the skeletal animation - you cannot preview that alone. Only if there is a skinned mesh in the scene will FBX review show you the skeleton drawn over the mesh. I don't understand why the skeleton cannot be displayed if that's all there is in the scene. I tried exporting a hierarchy, yet I was left with an empty FBX reviewer. The timeline was appropriate in length, though. 2ff7e9595c


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