PDA

View Full Version : New problem with fbx in R10


sina3d
10-13-2006, 11:36 AM
Hi,

there seems to be a new problem with fbx in R10. I usually work with high poly models, make my animations in Motionbuilder 7.5. With a workaround I can import these animations in C4D 9.6 - even large fbx files (for example 275 MB). No Problem with C4D 9.6. R10 seems to open fbx files only to a limited MB capacity.

I'm on a dual 2.5 G5 mac, OSX 10.4.8

It seems this is not a problem with Motiobuilder. Even in C4D 9.6 exported fbx files will not be opened in R10 if you are above a certain capacity (MB).

You can try the following experiment: In C4D 9.6 create a sphere with 500 segments, make it editable. Than you have according to the structure manager 124501 points. Export to fbx. Your fbx file will have 8,9 MB. R10 will open this file (but it takes a while). Next create again a sphere with 500 segments, make it editable. Now you have 499001 points. Export to fbx. your file will now have 35 MB. On my system R10 will not open the file. R10 hangs. Sure the same with even higher MB.

If I open an animation from MB 7.5 (for example the 275 MB file) it opens faster as the 8.9 MB file in R10. When I save this file in C4D 9.6 to a .c4d file there is no problem to open it in R10. So it seems that I need C4D 9.6 as a converter to get my animations from motionbuilder to R10.

I hope the problem is only in the demo version of R10.

wuensch
10-13-2006, 02:09 PM
I have given it a shot and can confirm-- with high polycounts, exported from R 9.6, R10-Demo will not open it here.

(Aside: why do you work with these insane polycounts in Motionbuilder instead of using Proxy objects as stand-ins?)

Olli

sina3d
10-13-2006, 02:26 PM
answer to oli (a little off topic to this thread):

I mainly work with the DAZ Millenium figures. They have a high poly counts – mainly in the head geometries. I also use Poser Morphs to use them later in MB for facial animation. That means, when I set up my faces with Posemixer I have up to 30 Heads in a posemixer set up. Then I have - as you say - insane high polyocunts. But the transfer to MB with a set up of a character face works fine. I don't know how I could achieve the same with proxies. I want to use the ability of MB to make skeletal and facial animations in realtime playback.

wuensch
10-13-2006, 03:39 PM
that explains it all.
Hadn`t thought about Poser-figures.
Makes sense then, as they are pretty heavy in Polycount.
Anyway-- the import- bug is for real it seems-- have you reported it to Maxon with the support-form?

Olli

sina3d
10-13-2006, 03:59 PM
to oli,
i reported the bug to MAXON, but did'nt get a response yet.

wbj
10-23-2006, 12:15 AM
to oli,
i reported the bug to MAXON, but did'nt get a response yet.

The latest FBX sdk uses it's own memory management and that will lead to additional overhead when allocating memory -> you will hit OOM situations earlier than with older fbx plugin versions.

Best regards,

wbj

CGTalk Moderation
10-23-2006, 12:15 AM
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.