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3DStudion Max 2014 Unigine 2 cannot export animation if .fbx contain only bones


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Posted

Hi,

 

i have .fbx file with animation that contain only bones.

When i set frame and do Export as where select Unigine animation (*.anim), it create empty file without animation.

In 3DStudion Max 2012 with version 2014-07-07 is working right.

 

Honya

Posted

Hi,

I'm afraid for the present moment there is no such option in 3Ds Max plugin.
We'll add this issue to our task list.

Sorry for inconvenience.

  • 1 year later...
Posted

Hi,

 

which version is scheduled implement this features?

 

I reminder it, because i needed it (i will using workaround now).

 

Honya

Posted

Hi Honya,

 

Plugins for 3D software (Max / Maya) is no longer in active development stage.

 

I've raised priority for this task (internal ticket #ED-661) - we will try to implement such files import via FBX Import / Asset Browser in the upcoming Unigine 2.2 update.

 

Sorry for the inconvenience caused.

How to submit a good bug report
---
FTP server for test scenes and user uploads:

  • 9 months later...
Posted

Hello, how does it look with this feature? Currently it is pain in the ass to import of hundreds of animations files. We have to do export in 3DS max 2012 and then upgrade to Unigine 2.0. We are speaking about 3000+ fbx animations files. We did some automatization of this process, but it would be much faster to do it on current versions.

  • 2 months later...
Posted
Hi,

 

This feature will be available in next SDK release.

  • 3 weeks later...
Posted

 

Hi,
 
This feature will be available in next SDK release.

 

 

Hi, how does it look? We are slowly forced to migrate to MotionBuilder 2017, so it means we must use 3Ds MAX 2016 or 2017 (2015 and lower does not see animations in FBX made by MB 2017), wich means, we will be not able to use workaround based on  3DS MAX 2012.

Posted

Do you mean in menu Import -> FBX File or load it in resource editor?

Because first create empty Dummy node, second load fbx, show bones and it can be save as .anim file.

Posted

honya

 

Import via FBX file in Editor should create .anim file (you can check the engine log to see where it saved) for files with animations only (no geometry).

 

No changes in ResourceEdtitor were made.

 

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

silent,

 

it don't do anything, when i do import fbx file where are only bones with animation, it create only dummy node in 2.4-Beta.

In log is only: Loading "unigine_project/male_norestrict_WlkFwdLoop.fbx" file

Posted

It not created any file in mesh folder.

 

I check it with import fbx with geometry and i get this in log:

13:05:51 Loading "unigine_project/GORGON.FBX" file
13:05:57 Creating "unigine_project/meshes/aGORGON_BOW.mesh" mesh
13:05:57 Creating "unigine_project/meshes/aquiver.mesh" mesh
13:05:57 Creating "unigine_project/meshes/aARROW.mesh" mesh
13:05:57 Creating "unigine_project/meshes/aGORGON.mesh" mesh
13:05:57 Mesh::save_anim(): can't create "unigine_project/animations/BaseLayer.anim" file
13:05:57 Mesh::save(): unknown format of "unigine_project/animations/BaseLayer.anim" file
13:05:57 Can't save animation layer "BaseLayer" to "unigine_project/animations/BaseLayer.anim"

It create files in meshes folder:

aARROW.anim
aARROW.mesh
aGORGON.anim
aGORGON.mesh
aGORGON_BOW.anim
aGORGON_BOW.mesh
aquiver.anim
aquiver.mesh

But for import male_norestrict_WalkFwdLoop.fbx is in log only:

Loading "unigine_project/male_norestrict_WalkFwdLoop.fbx" file
Posted

honya

 

Thank you for the test file! Indeed, FBX Import with animations only is not working as expected right now. Should work normally in 2.4 release.

 

Sorry for the inconvenience caused.

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

I try fbx from MotionBuilder 2017 that added demostenes and i get same result, nothing was created and in log is only:

Loading "unigine_project/test_2Handed_InPlace_Attack_01.fbx" file
  • 1 month later...
Posted

Hi honya,

Fix for this issue will be available in next SDK release.

Sorry for the inconvenience caused.

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