Age | Commit message (Collapse) | Author |
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This is no longer necessary, see: T98554.
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See T95597
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Looks like only change here was that binary switch from uint32 to uint64
for some core metadata of the format. At leas, could import some 7500
files here with that mere change.
Thanks again @xchip (Raul Aguaviva) for finding the culprit in T49822!
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it to users.
Those ... people? at AD changed the whole format on binary level it'd seem, even low-level,
binary parsing is broken with those files, nothing else to do but go back to
binary hacking/inspection of new files if we want to support them... will let that
to someone else, FBX has successfully exhausted my patience since years already,
even all the backup emergency reserves I had.
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What to expect:
* Static export of empties, meshes, cameras and lamps, as well as materials and (image!) textures should work OK.
There are a few advanced topics still TODO regarding meshes and mat/tex, though.
* Custom properties from objects/meshes/lamps/cameras/armatures/bones/materials/textures are exported too (only simple ones, ints/floats/strings).
* Armature export: this needs testing by people having *native* FBX aplications, linking between bones and meshes seems to work, but I have doubts about bones orientations.
* Animation: still a complete TODO.
Note that old FBX ASCII 6.1 exporter is still available (top dropdown in exporter's UI).
Many thanks to Campbell, which did the ground work of decyphering FBX binary format and wrote basic code to read/write it.
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entire file)
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- binary fbx files only
- version 7.1 or newer
- meshes, uvs, materials, textures
- support for blender-internal and cycles materials (depends on engine selected)
note - yes, this cant load fbx files exported by blender, for that to work we would need to update the exporter.
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