View Full Version : Free FBX SDK
tjnyc 03-09-2005, 06:32 PM Since Alias is offering FBX SDK for free, will FBX be something we can get support for in messiah? I hope so.
http://www.alias.com/eng/press/press_releases/20050309_alias_announces_free_fbx.shtml
Cheers,
|
|
Oh man, that would be awesome! Put my vote in..
Suricate
03-10-2005, 07:25 AM
Yeah, I vote for FBX support as well.:)
Labuzz
03-10-2005, 08:11 AM
yep,
And weight maps support!
RangTang
03-11-2005, 12:26 AM
All the power of both packages rolled into one.
ljilekor
03-11-2005, 08:40 AM
The power of a lot of packages into one... even for game developing.
If I can find the time I'll look into it and try to implement it.
What would you like to export/import as fbx?
Besides meshes and skeletons and animations, the format also supports : lights, Materials, ...
What would you like to export/import as fbx?
Besides meshes and skeletons and animations, the format also supports : lights, Materials, ...
Lights and Camera info (intensities, motions, apertures etc) would be great also :)
tjnyc
03-11-2005, 02:30 PM
The power of a lot of packages into one... even for game developing.
If I can find the time I'll look into it and try to implement it.
What would you like to export/import as fbx?
Besides meshes and skeletons and animations, the format also supports : lights, Materials, ...
Cool!
Camera data would be very useful.
Forgot to add:
If a mesh has multiple UVīs can they be included and work nice? This would also be sweet instead of only one UV per object, or multiple UVīs all mangled on top of each other.
Thanks
ljilekor
03-11-2005, 04:29 PM
First i'll try to make the skeleton/motion/Camera part, then i'll focus Meshdata/UV/Weights/Morphs and then I'll see what else could be usefull.
But again, it might take some time. I'm doing all of this stuff after hours and I'm working on a load of other plugz ( eg. NonLinearCorrectiveMorphingTools / Wrapdeformer / HardcodedSkeleton-Rig / RBDynamics / Tons of functions,...).
Hope I'll be able to release some of them soon. :banghead:
Wow, you should stop to tease us before you release all these plugins :D Sounds great what you have in work, sounds like a hell of work as well, especially when you only work after hours! RBdynamics huh? Boy, that'd be so great! Is this based on the ODE Engine by chance?
:thumbsup:
First i'll try to make the skeleton/motion/Camera part, then i'll focus Meshdata/UV/Weights/Morphs and then I'll see what else could be usefull.
But again, it might take some time. I'm doing all of this stuff after hours and I'm working on a load of other plugz ( eg. NonLinearCorrectiveMorphingTools / Wrapdeformer / HardcodedSkeleton-Rig / RBDynamics / Tons of functions,...).
Hope I'll be able to release some of them soon. :banghead:
Geee so many plugins, perhaps PMG should consider you as a Developer too and get you on a payroll :scream:
Keep us informed of your stuff and good luck :thumbsup:
ljilekor
03-12-2005, 02:45 PM
Is this based on the ODE Engine by chance?
I chose to use Novodex. Because animation and ease of use is the main pupose, I chose speed and looks above accuracy. There's no 'deformed mesh' support, that's a shame. It's seems the most stable of all 'affordable' engines. It's not free... That might be the only problem. Don't know how much they charge. I haven't checked (nda). While coding I considered the fact that I might have to switch physics engines. ODE, Newton, ... (If you have other suggestions I'll be happy to check m').
I just don't want to release a crappy implementation of RBdynamics but bring a useful tool. I have some cool ideas for integrating it. It should give the ability to rig Ragdolls/Vehicules/chains/whole inventions... :buttrock: ) The main phylosophy behind it is 'Full Dynamic/Keyframed Blending". So it could grow out to be something quite close to endorphine but based on keyframing (we're animators, right) instead of parametric behaviours. I hope I'll get there. For now i'm at the start of a long journey what concerns the RBDynamics but it's allready cool and motivating to see primitives colliding and bouncing
in a messiah environment.
That's the stage i'm in now for what concerns the LLS_RBDynamix plugin. What concerns the others, I'd really need Lyle to check or help me with some stuff before I release them. Like I said I don't want to release crappy stuff. He's really busy right know, so...
Enough bullshit and blahblah... I just let myself go here for a while. I'd better get to work and prove you instead of revealing all that stuff. :p but it's ok. You guys may know.
I don't know anything about dynamics coding, so I can't give you much suggestions here, sorry - I just remeber that thread about ODE, and that it's free, and that it's integrated in XSI, so I thought it must be good :) Novodex looks interesting though, but the fact that it's not free might be a negative point for a single thirdparty plugin developer, depending on its price, wich will certainly have an influence on the end price of your plugin as well...
Anyway, looking forward to it! One thing that I'd like to be able to do when rigid bodies are available in messiah, is to build a battlebot game a la melbot (http://www.melbotwars.com)! :D
ljilekor
03-12-2005, 08:55 PM
Yep, playbot rules.
It would imply some AI/realtime control.
I don't know if I could bypass messiah's shortcuts... It's not a priority right now.
AI control. I have ideas for implementing some simple event triggered behaviours(follow, flee, avoid, followpath, A*Pathfinding) Motionclips would be a great way of attaching animations.Shader nodes would be cool to interconnect AI stuff (AI nodes). It would be possible to build complex AI from simple behaviours/triggers/logical switches.
Add 'game editor' to messiah's feature list. (it already is, a bit .x export). I mean : build scene, setup animation/dynamics (standard importable rag dolls, vehicules, own inventions) /AI and RTcontrol(expressions / Pyton), press the magic button and... Bling! :D You got game.
All mesh(deformation), texture and key stuff stored in .x and/or .fbx files. Dynamics and AI stored in standard, easily portable file formats. To use with your own code or with the 'all included' .exe shell that encapsulates all that stuff and handles realtime stuff.
Hmmm, am I going too far here.
Anyway, I must finish the other stuff first. After that...
Just help Messiah to be the multifunctional animation console it deserves to be.:thumbsup:
CGTalk Moderation
03-12-2005, 08:55 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.