Announcement

Collapse
No announcement yet.

FBX export / import workflow tutorial

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    FBX export / import workflow tutorial

    I've had a good look around, and haven't found a good and definitive guide or tutorial on FBX exporting and importing. It seems like FBX is the future, and that Actor X and ASE are history, because FBX workflow is much faster (includes materials and textures).

    It might cover things like:
    • Preparing multi-sub materials in 3ds Max (or whatever)
    • FBX export settings for UDK in 3ds Max (or whatever)
    • FBX import settings in UDK
    • Re-assembling materials and textures in UDK (if necessary)

    Does anyone have time to put together a definitive written or video tutorial on FBX? It would be much appreciated. Of course, I stand corrected if there is one already, but I've been looking quite a lot.

    #2
    My workflow for use in Maya:

    (preparation: settings = Z-up)
    1. Build model.
    2. Apply any maya texture to model on parts -- codependent on if you're using one material for everything or not. If you're using more than 1 material on an FBX in UDK, youll need to apply separate maya textures and UVs to said meshes. (a bit unclear I know, but once you do this like 3 or 4 times, youll understand).
    3. Combine all things relative.
    4. UV's ------ uhhhhhhhhh, yeah, this one is pretty much a gigantic project in and of itself, not gonna get in to that. Automatic mapping if its cubular (a new word I just made up), planar mapping for organic stuff.
    5. Select all models: center pivot, ensure its location is at the origin.
    6. Triangulate.
    7. Check face normals.
    8. Delete object history.
    9. Save scene (maya's save file).
    10. Export as FBX -- make sure "explicit normals" button is checked or UDK won't import it properly.

    Comment


      #3
      I'd also like to see an article on how to get the most out of your FBX files.

      Good tips Synaesthesia, but something more in depth would be nice.

      Comment


        #4
        yeah you don't have to set the scene Z up if you don't want too
        and you don't need to triangulate.

        animations are exported one at a time when using fbx unfortunately. No support for treating clips or ranges as 'takes' as of yet?

        mesh naming for exporting custom collisions

        UBX_meshName = simple box collision
        USP_meshName = sphere collision (may not work?)
        UCX_meshName = convex collision hull (you can have multiple collision hulls per mesh if you use a numbering suffix.. useful for more complicated static meshes)

        LOD naming I havent figured out yet.. is broken at this stage

        Comment


          #5
          Hello,

          I'm sorry because I newbie in UDK but I have a probleme to exporter from 3DS.

          When I import a static mesh in UDK I have all the time the same message :

          "The light map UV set for static mesh [StaticMeshFactory_1] appears to have layout problems. Either the triangle UVs are overlapping one other or the UV are out of bounds (0.0 - 1.0 range)"

          Do you have an idea ?

          Comment


            #6
            Ok, I have this : http://forums.epicgames.com/showthread.php?t=750005

            Comment


              #7
              Ok, I've find this : http://forums.epicgames.com/showthread.php?t=750005

              Comment


                #8
                Thank you everyone for your contribution so far.

                What we have is a good start, but I'm still hoping for the definitive FBX workflow tutorial... covering all the angles.


                PS. hi Devilshark - Just start a new thread with your question (instead of hijacking this one, with a different question) and I'll be pleased to help you out. It looks like you need to lay out your UV map. You might start by looking here: http://forums.epicgames.com/showthread.php?t=750005. ;-)

                Comment


                  #9
                  If you do find it, be sure to post a link. I'm currently looking also so I'll do the same

                  Comment

                  Working...
                  X