i'm looking for a tutorial on saving shape movement ( from the shape manager ) to a exported fbx.
i just want simple movements
i seen that if you plot bone movements you save to the fbx. but now i can't seem to figure out how to save the movement of mesh based movements to the fbx.
my ultimate goal is to use momentum 2.0 on low poly obj. to be exported to a realtime rendering software. iclone 4 ( just as special fxs braking glass, soft/rigid bodies, i don't know if ICE could be used)
i guess that would include cached simulations as well as shape based movement.
thanks
Steve
can anyone point me a tutorial on exporting fbx with shape
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smolloy
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- Joined: 11 Jan 2010, 19:14
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Rork
- Posts: 1359
- Joined: 09 Jul 2009, 06:59
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Re: can anyone point me a tutorial on exporting fbx with shape
I don't think you can, but I can recall a similar question on this. Try Googling for it, I have seen it here, or on xsibase before.
rob
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
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smolloy
- Posts: 4
- Joined: 11 Jan 2010, 19:14
Re: can anyone point me a tutorial on exporting fbx with shape
thanks for the reply Rork.
i know i'm close....
i was following the user guide but i'm at a lost for 2 things it said.
Shapes
Yes
During mergeback, if the number of shape clips found for the model is less than the number of shape FCurves, a message is logged and the clips are left unchanged.
If the number of clips is more than the number of shape FCurves, the first nbShapes clips are affected (even if it may not be with the correct data).
During Export, cluster shapes work only if the cluster contains all the points of the mesh. If it does not, a message is displayed in the status bar.
Create shape keys using the Deform >Shape > Store Shape Key command on the Animate toolbar.
When you create shapes, you should create them in "Local Relative Mode" and disable the "Normalize" state for the Mixer Properties. To do this: right-click anywhere in the track area of the animation mixer.
i can even get the object moving ...the shape was made from frame 1 to 100 ...when i export i get the shape at what ever frame the time line is on. i don't know even about the xsi to find the options of local relative mode and normalize state.
i know i'm close i just need the movement of the shape on the time line to be saved (ploted)
anyone have an idea ?
thanks
steve
i know i'm close....
i was following the user guide but i'm at a lost for 2 things it said.
Shapes
Yes
During mergeback, if the number of shape clips found for the model is less than the number of shape FCurves, a message is logged and the clips are left unchanged.
If the number of clips is more than the number of shape FCurves, the first nbShapes clips are affected (even if it may not be with the correct data).
During Export, cluster shapes work only if the cluster contains all the points of the mesh. If it does not, a message is displayed in the status bar.
Create shape keys using the Deform >Shape > Store Shape Key command on the Animate toolbar.
When you create shapes, you should create them in "Local Relative Mode" and disable the "Normalize" state for the Mixer Properties. To do this: right-click anywhere in the track area of the animation mixer.
i can even get the object moving ...the shape was made from frame 1 to 100 ...when i export i get the shape at what ever frame the time line is on. i don't know even about the xsi to find the options of local relative mode and normalize state.
i know i'm close i just need the movement of the shape on the time line to be saved (ploted)
anyone have an idea ?
thanks
steve
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smolloy
- Posts: 4
- Joined: 11 Jan 2010, 19:14
Re: can anyone point me a tutorial on exporting fbx with shape
hmm the picture of my shape didn't load
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smolloy
- Posts: 4
- Joined: 11 Jan 2010, 19:14
Re: can anyone point me a tutorial on exporting fbx with shape
i was reviewing what i wrote earlier and i didn't explain my picture...
the picture is of a simple cylinder with only a deform on it...what you see is xsi and 3dxchange both can see the shape through the fbx. export ( with the help of making the whole mesh a cluster and store shape key )
so shape export does work it's just that i want a range of motion ....the deformer you see happens over 100 frames.
i can only get 1 frame on export....if i export with the timeline at different frames i get the different shapes. ( what you see is a export at 100 frame and the most extreme deform )
the question is how do i get the whole motion of the deform?
i tested the motion of ploting all translations and i get the cylinder moving through the whole 100 frames but no shape movement ( just the last frame extreme )
thanks
steve
the picture is of a simple cylinder with only a deform on it...what you see is xsi and 3dxchange both can see the shape through the fbx. export ( with the help of making the whole mesh a cluster and store shape key )
so shape export does work it's just that i want a range of motion ....the deformer you see happens over 100 frames.
i can only get 1 frame on export....if i export with the timeline at different frames i get the different shapes. ( what you see is a export at 100 frame and the most extreme deform )
the question is how do i get the whole motion of the deform?
i tested the motion of ploting all translations and i get the cylinder moving through the whole 100 frames but no shape movement ( just the last frame extreme )
thanks
steve