fumanshoo Posted October 31, 2012 Share Posted October 31, 2012 Hey, so i've been trying to get this to work for a little while. I'm trying to import an fbx model with animations and It's not really working... i'm using Blender to create and export the models if that helps any... Quote Link to comment Share on other sites More sharing options...
Rick Posted October 31, 2012 Share Posted October 31, 2012 LE only supports GMF (specific just to LE) model format. You have to convert your fbx to GMF. UU3D is a great tool to do this with. Quote Link to comment Share on other sites More sharing options...
ChrisMAN Posted October 31, 2012 Share Posted October 31, 2012 Leadwerks ships with fbx2gmf.exe which is in the tools directory. Some words of wisdom / stupid mistakes I have made... Blender exports hidden objects Converted gmfs look for a dds texture with the same name you specified in blender If you are using Skinning be sure to set the material that supports it Quote Link to comment Share on other sites More sharing options...
fumanshoo Posted October 31, 2012 Author Share Posted October 31, 2012 No, I've converted it. I've gotten my mesh into the model viewer using .fbx and .obj (converted then into .gmf of course), it's just that the animations wont work. Sorry for not clarifying there... and I'm buying UU3D ASAP. I've been saving up for quite a while and i'm exited to use it. And as for you, Chris, I made the same mistake millions of times and learned the hard way how to fix it.But you have to export the rig as well, am I right? Just making sure... I've got converting .blend to .obj to .gmf down pretty solid and the textures work and everything, but .fbx is giving me some trouble. Textures don't work using .fbx but that doesn't matter really right now. I just want some animation to make this scene more interesting to be honest. If you could tell me if converting textures with .fbx is different with .obj that'd be nice though... Quote Link to comment Share on other sites More sharing options...
fumanshoo Posted October 31, 2012 Author Share Posted October 31, 2012 ok, so now It's saying "Unexpected End of Stream" when ever I load them into the Model Viewer, but I haven't changed anything. And if I try to bring it into the Editor, It says the same thing, displays a message that soon disappears and then the editor shuts off. Quote Link to comment Share on other sites More sharing options...
ChrisMAN Posted October 31, 2012 Share Posted October 31, 2012 The bones are exported by default with gmf. If you save a obj you will lose your bones. You have to go from blend to gmf. Blender 2.64 redid a lot of there collada stuff but i havn't tried it out. Be sure that your material has skinning on. texture0="abstract::crawler.dds" texture1="abstract::crawlerdot3.dds" shader="abstract::mesh_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert" 1 Quote Link to comment Share on other sites More sharing options...
cassius Posted October 31, 2012 Share Posted October 31, 2012 The obj format does not do anims as far as I know. 1 Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
fumanshoo Posted October 31, 2012 Author Share Posted October 31, 2012 yeah, I'm using .obj for things like architecture and what not. And testing what Chris said right about now. wait, Chris. What do you mean by "you have to go from .blend to .gmf"? The median is .fbx, correct? Or am I missing out on some freaking awesome software that converts .blend directly to .gmf? 0.o Quote Link to comment Share on other sites More sharing options...
ChrisMAN Posted October 31, 2012 Share Posted October 31, 2012 Sorry fumanshoo I meant fbx. I have been theorizing a method using blender's commanline interface to get from blend to gmf. Where is the time?!?!? 1 Quote Link to comment Share on other sites More sharing options...
ChrisMAN Posted October 31, 2012 Share Posted October 31, 2012 Every object that you export needs to be unwrapped and textured. I don't know if UU3D will resolve the discrepancies but the command line tools that I use export a broken mesh when trying to export your character. Quote Link to comment Share on other sites More sharing options...
fumanshoo Posted November 1, 2012 Author Share Posted November 1, 2012 ok, I've made progress but ran into another problem. I used a whole different mesh because the one that I gave you was rather complicated, so I used a separate one. The less complicated one says that it has 250 keyframes of animation and the bones are moving but the mesh it's self is not moving. Also, the texture is coming up as the weight paints... I'll send it over.... Quote Link to comment Share on other sites More sharing options...
Canardia Posted November 24, 2012 Share Posted November 24, 2012 Blender -> fbx -> LE2.5 works fine: http://www.leadwerks.com/werkspace/topic/5588-parenting-the-bone-i-think/#entry48982 Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
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