Two questions:
1) Has anyone worked on native FBX support for open sim? 2) Would the content creators find it useful? Douglas Maxwell, Ph.D. Science and Technology Manager Virtual World Strategic Applications U.S. Army Research Lab Human Research & Engineering Directorate (c) (407) 242-0209 _______________________________________________ Opensim-users mailing list [hidden email] http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users |
At 15:16 20/03/2017, Maxwell, Douglas CIV USARMY RDECOM ARL (US) wrote:
>1) Has anyone worked on native FBX support for open sim? >2) Would the content creators find it useful? I have not seen anyone who has provided that capability Doug. It would be useful for compatibility to Unity3D and other emerging virtual worlds which can use FBX models. Note the reverse route of taking OpenSim content via an OAR via the OAR Converter into Collada mesh and then into Unity3D.... http://blog.inf.ed.ac.uk/atate/2015/10/24/opensim-oar-convert-to-unity-scene-with-windows-interface/ _______________________________________________ Opensim-users mailing list [hidden email] http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users |
In reply to this post by Maxwell, Douglas CIV (US)
@Cinder - each successive training scenario we develop using the Open Simulator platform tries to improve over the previous scenarios. It would be helpful to be able to upload
our work into MOSES/Halcyon directly from Maya or 3DSMax without the intermediary step of converting to Collada.
You are right about the license; Need to be careful. I took a quick look and the fbx files can be treated like a black box. We don't need to know the specifics of what's in the files to be able to extract the vertices, vertex indices, normals, UV coords,
materials and animations using the FBX SDK. (This is good news.) It may explain how Blender is able to work with FBX successfully.
Douglas
Maxwell, Ph.D.
Science and Technology Manager Virtual World Strategic Applications U.S. Army Research Lab Human
Research & Engineering Directorate
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I guess it depends on what you mean by native. On the server side, everything is stored as raw vertices. I haven’t heard of anybody replacing that, plus FBX restrictive’s license may jeopardize the BSD license in
OpenSim.
On the viewer front, I have work in progress FBX exporter/importer for Alchemy Viewer. I just haven’t had the time to finish it. As an Autodesk user, I find it much more convenient to use FBX as converting FBX to
a COLLADA that the vanilla importer doesn’t choke on can be time consuming.
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Cinder Roxley Sent with Airmail On March 20, 2017 at 10:19:48 AM, Maxwell, Douglas CIV USARMY RDECOM ARL (US) ([hidden email] < Caution-mailto:[hidden email] > ) wrote:
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Just as a note, Blender's FBX implementation does not rely on the official SDK. It is an independent implementation written in Python, as the SDK's EULA was considered problematic with the GPL license. After many years of work, it performs quite well, but isn't perfect. On Mar 20, 2017 1:07 PM, "Maxwell, Douglas CIV USARMY RDECOM ARL (US)" <[hidden email]> wrote:
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