View Full Version : R10 FBX export any solutions?
tmas73 03-01-2007, 11:21 PM Iny help or info out there? R10 crashes on FBX 6 export. I have a character weighted and boned, as soon I export C4d crashes. Once I delete the Skin and Weights tags it will export but the exported fbx file will display objects instead a skeleton (Tested in r 9.6). Seems the fbx exporter is totally screwed. Is there any other way in getting a finished character out of C4d in fbx format? My company needs to have a working pipeline. Cinema -> Motion Builder <- Mocap at this time Cinema screws the pipeline and the company I work for is debating to switch to maya. =(
Any help welcome
Thomas
OSX 10.4.8
Cinema R10
|
|
Per-Anders
03-01-2007, 11:32 PM
This really sounds like something you should be calling Maxon tech support with, but in the meanwhile have you tried FBX 5.0 instead to see if that will work for you?
tmas73
03-01-2007, 11:41 PM
I did call maxon they have no help, just mention the developers in Germany.
I dont see a fbx exporter in R10 only FBX 6.
TMAS
Per-Anders
03-01-2007, 11:56 PM
[edit nevermind :D change between the nearly ready update and 10.008] You should find the prefs for both with R10 in the edit->preferences->Import export, worth checking if any of that helps solve it, in R10 though you do have a seperate FBX 5.0 and FBX 6.0 exporter (or should have). I'm not sure if FBX will export the new bones though or only the older bones, remember that the importer will have to interpret the "deforming nulls" to joints (just a checkbox in Maya).
On the support side what exactly were you told? Did they confirm the crash?
tmas73
03-02-2007, 12:08 AM
Yes they did on PC and Mac.
If I go to prefs Import export there is only a FBX 6 Export option and there is no FBX 5 option. Are you using a R10 beta?
TMAS
Sammer
03-02-2007, 01:02 AM
Hey Thomas,
Exporting works here fine whether it's bones or joints although if I export the same skeleton that has been converted from bones to R10 joints MB only sees them as nulls (We've known since R10 came out that joints skeletons have to be converted to bones to work in MB). Other than that no crashes here.
I'm on OX.04.08 and R10 here with no problems, I'm wondering if it's just that file? Can you open a character from an earlier version of Cinema in R10 and export that?
Feel free to email me if you need someone with MB to help troubleshoot.
As for the Fbx ver. 5, I only have ver. 6 export/import in the preferences window. Fbx ver. 5 is listed in the help file but when you click on it it just switches to the ver. 6 export page.
tmas73
03-02-2007, 01:10 AM
Hi thanks for the help can I email you guys and maybe it works on your system.
TMAS
Since the FBX 5 SDK is not available as universal binary it is not working with R10 on mac.
Unless Alias decides to port FBX 5 to UB there is nothing Maxon can do about this.
Cheers
Björn
Tank_3D_Attack
03-02-2007, 01:44 PM
Since the FBX 5 SDK is not available as universal binary it is not working with R10 on mac.
Unless Alias decides to port FBX 5 to UB there is nothing Maxon can do about this.
Cheers
Björn
Isn't it rather a question of fixing FBX 6.0? Version 6.0 has a whole lot more features (such as exporting multiple UV sets and such...) so why wait for Alias to make FBX 5.0 UB? Doesn't make sense to me. Maybe I am not getting the point here. I reported several bugs which are all related to FBX 6.0 in R10 - to me it seems like the implementation of FBX 6.0 was done rather "incomplete" (and features are missing). Not a rant...rather an observation :) Maybe you didn't get it all done in time for the release of Version 10.
Thomas
FBX 6 im- / export needs some more attention and it is getting it. Chances are we will even be able to get some FBX 5 compatibility in to avoid problems caused by the non existent FBX 5 UB support from Alias. These are two seperate things though.
Cheers
Björn
tmas73
03-02-2007, 04:21 PM
What about 7.5 will it work with the new Motion Builder? This is a major setback. FBX is the only way to use a professional applications combned with Mocap data from Vicom and it is not working.
TMAS
What about 7.5 will it work with the new Motion Builder? This is a major setback. FBX is the only way to use a professional applications combned with Mocap data from Vicom and it is not working.
TMAS
Don't read it as v6. It's v6 and higher.
Best regards,
wbj
Sammer
03-03-2007, 06:13 AM
TMAS sent me his file and it's problem had nothing to do with MB or .fbx. It was just a corrupt Cinema file.
Hey Thomas (Tank) I didn't fully follow you there, are there bugs that your aware of (and if so ???) or do you mean there are features being left on the table?
In the past I've always figured Alias and Autodest were slow on getting Maxon the SDK (not intentionally of course) "... yeah, it got lost in the mail... yeah, that's the ticket'.
With R10 I figured maybe there wasn't enough time to rewrite it. If there would have been, I asked myself, wouldn't it have been able to import/export joints instead of only bones since that's what MB and almost every other app (now including Cinema) are based on? (but as usual I wasn't paying attention having been distracted by some shiny object)
CGTalk Moderation
03-03-2007, 06:13 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.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.