Visam Posted November 29, 2016 Share Posted November 29, 2016 Hi everybody, As I can see there are several loaders: OBJ, STL, glTF and several exporters: 3ds Max, Blender, FBX, Unity 5. Why not to create FBX loader? It can be very usefull for people who develop 3D software for engineers. Engineers would like to keep their files in FBX format which is AutoDESK company file format. Brg Mikhail Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 29, 2016 Share Posted November 29, 2016 Hello the main reason is: because it is an insane amount of work Quote Link to comment Share on other sites More sharing options...
Visam Posted November 29, 2016 Author Share Posted November 29, 2016 1 hour ago, Deltakosh said: Hello the main reason is: because it is an insane amount of work But somebody has already developed OBJ loader Quote Link to comment Share on other sites More sharing options...
Visam Posted November 29, 2016 Author Share Posted November 29, 2016 1 hour ago, Deltakosh said: Hello the main reason is: because it is an insane amount of work are there any specialists who can develop FBX loader, if a company will pay for the job? how much time will the development take? p.s. can a company use BabylonJS for commercial projects? Quote Link to comment Share on other sites More sharing options...
jerome Posted November 29, 2016 Share Posted November 29, 2016 I think a company SHOULD use BJS for its projects Pryme8 1 Quote Link to comment Share on other sites More sharing options...
Visam Posted November 29, 2016 Author Share Posted November 29, 2016 6 minutes ago, jerome said: I think a company SHOULD use BJS for its projects Thank you! We will start to use BJS. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 29, 2016 Share Posted November 29, 2016 @ProfessorF just mentioned he could be interested by writing a FBX importer Quote Link to comment Share on other sites More sharing options...
Visam Posted November 29, 2016 Author Share Posted November 29, 2016 2 minutes ago, Deltakosh said: @ProfessorF just mentioned he could be interested by writing a FBX importer Nice! May be we can contact him by Skype? Quote Link to comment Share on other sites More sharing options...
Visam Posted December 9, 2016 Author Share Posted December 9, 2016 On 29/11/2016 at 6:19 PM, Deltakosh said: Hello the main reason is: because it is an insane amount of work Hello Deltakosh I have the FBX file ( https://www.dropbox.com/s/rr8k9brbgdv1e9x/M20.fbx?dl=0 ). If I load the FBX file to Autodesk A360 Viewer ( https://a360.autodesk.com/viewer/ , "Upload your design" button), I can see the model. I am trying to see the same model in the SandBox http://www.babylonjs.com/sandbox/ . First of all, I converted the FBX file ( https://www.dropbox.com/s/rr8k9brbgdv1e9x/M20.fbx?dl=0 ) to the Babylon file ( https://www.dropbox.com/s/381modoxlyivrx2/M20.babylon?dl=0 ) using FbxExporter.exe. Then I uploaded the Babylon file to the SandBox. First problem is the orientation of the model. The second one is near and far clipping planes. Any advices to fix the problems? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 9, 2016 Share Posted December 9, 2016 Hello, you can fix your issues with a bit of JavaScript code: - near and far are on camera.minZ and camera.maxZ - Orientation can be changed by calling mesh.bakeCurrentTransformIntoVertices: http://doc.babylonjs.com/classes/2.4/Mesh#bakecurrenttransformintovertices-rarr-void Quote Link to comment Share on other sites More sharing options...
Temechon Posted December 9, 2016 Share Posted December 9, 2016 I think developing a FBX (ascii) importer would be relatively easy. The main task is take into account ALL version of FBX, that means work. If you are willing to pay, i know my company can work on this (but be careful, it's A LOT of work! ) NasimiAsl, Visam and Pryme8 3 Quote Link to comment Share on other sites More sharing options...
Visam Posted December 10, 2016 Author Share Posted December 10, 2016 20 hours ago, Deltakosh said: Hello, you can fix your issues with a bit of JavaScript code: - near and far are on camera.minZ and camera.maxZ - Orientation can be changed by calling mesh.bakeCurrentTransformIntoVertices: http://doc.babylonjs.com/classes/2.4/Mesh#bakecurrenttransformintovertices-rarr-void Hi there is another problem with converting FBX to Babylon using FbxExporter.exe. this is the original FBX file: https://www.dropbox.com/s/qajccuvjxb775cp/ExhibitionHall_01_Rev_1_ascii.fbx?dl=0 this is converted file (FbxExporter.exe) https://www.dropbox.com/s/kgub32spih8xqdn/ExhibitionHall_01_Rev_1_ascii-yes.babylon?dl=0 this is converted file (FbxExporter.exe with option /skipemptynodes) https://www.dropbox.com/s/gobennl6jayv677/ExhibitionHall_01_Rev_1_ascii-no.babylon?dl=0 If I use FbxExporter.exe without option /skipemptynodes, I almost always have some strange empty mesh far from the "main" meshes. But the option does not help for many other FBX files. Any ideas? Quote Link to comment Share on other sites More sharing options...
Visam Posted December 10, 2016 Author Share Posted December 10, 2016 19 hours ago, Temechon said: I think developing a FBX (ascii) importer would be relatively easy. The main task is take into account ALL version of FBX, that means work. If you are willing to pay, i know my company can work on this (but be careful, it's A LOT of work! ) How much work? How many days, weeks? Quote Link to comment Share on other sites More sharing options...
Temechon Posted December 10, 2016 Share Posted December 10, 2016 That's a good question I don't know anything about fbx format Quote Link to comment Share on other sites More sharing options...
gryff Posted December 10, 2016 Share Posted December 10, 2016 21 hours ago, Temechon said: The main task is take into account ALL version of FBX, that means work. As @Temechon says the "ALL version" could mean a lot of work. The image below shows data from 2 different fbx files (binary format) that I tried to load into Blender. The model A failed to load, model B loaded fine. As you can see data about the models shows they were created with different versions of original fbx creator . cheers, gryff Quote Link to comment Share on other sites More sharing options...
Visam Posted July 25, 2017 Author Share Posted July 25, 2017 On 29/11/2016 at 6:19 PM, Deltakosh said: Hello the main reason is: because it is an insane amount of work Hi @Deltakosh and @ProfessorF I think that our company ready to finance the FBX loader development. Could you recommend somebody who has an interest to develop FBX loader and who has experience to do such job? Brg Mikhail Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted July 25, 2017 Share Posted July 25, 2017 Ack.... I should get back to writing mine at some point... I was parsing them all the way at one point with versions 2013++ but then life got on the way and I kinda lost motivation. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 25, 2017 Share Posted July 25, 2017 Ping @Temechon Quote Link to comment Share on other sites More sharing options...
Visam Posted July 26, 2017 Author Share Posted July 26, 2017 @Deltakosh @ProfessorF @Temechon It seems that summer time came Quote Link to comment Share on other sites More sharing options...
ProfessorF Posted October 24, 2017 Share Posted October 24, 2017 Sorry, @visam got busy and never completed this project. Visam 1 Quote Link to comment Share on other sites More sharing options...
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