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FBX importer soon within UDK (as the news tells us)

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  • replied
    Woo-hoo, FBX support should be great, considering that a lot of 3D Apps seem to be doing away with the .ASE format, such as the 2.5x versions of Blender for example. Now I guess I can finally upgrade to 2.56a without worrying why I don't have any .ASE support in the process. Thank you!

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  • replied
    Originally posted by Doug Rogers View Post
    Triangulate the mesh first.
    My mesh is already "triangulated" and I get the same error. Is there anything else that could fix this? Anything I could be doing wrong?

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  • replied
    Originally posted by decodeq View Post
    Have tried to import fbx models from PC file into UDK (through Content Browser's Import button) - it doesn't work - says "import failed"

    Any other way to import fbx model?

    Triangulate the mesh first.

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  • replied
    How to import fbx?

    Have tried to import fbx models from PC file into UDK (through Content Browser's Import button) - it doesn't work - says "import failed"

    Any other way to import fbx model?

    Leave a comment:


  • replied
    morph targets would be a big plus.

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  • replied
    depends on how you look at it

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  • replied
    Is it fair to say that the new .fbx file importing will be to actorX what UDK is to UT3?

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  • replied
    It's already in the March build. Remember you still need to import the file, just like you do with .psk/.psa with ActorX. I want to note that ActorX is still not defunct, I've talked to one of the Autodesk developers and it's still missing some features like Morph Target animation. (yes, I'm in love with that feature....) It's still new, so it's not as robust as ActorX just yet. Give it a couple of more updates and it will be awesome.

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  • started a topic FBX importer soon within UDK (as the news tells us)

    FBX importer soon within UDK (as the news tells us)

    Dear UDK dev's, i've read from all kinds of news sources, that Epic and Autodesk have teamed up, to provide a better art workflow for UE3 (and UDK).
    This is done by providing an editor (unrealED) update, which makes it possible to directly import FBX files from e.g. 3d Max, Maya, and the editor will automaticly divide the data into, meshes, animations, textures, skeletons etc etc. and places them into proper folders. If you update an FBX inside 3dmax or maya, and then reimport the fbx into the editor, the current data is updated with the latest information. Thus no double files in the content database.
    this speeds up the process of getting the data inside UE3 (UDK) by a whole lot.
    no more need to fiddle with actorX or custom exporters.. no, just directly import FBX into UDK/UE3.

    (personal note: i understood this is for FBX 2011 editions, thus 3dmax 2011, maya 2011, but i'm not sure though, both happen to be available since a few days (launch presented at the GDC 2010))

    here are some news sources:

    http://www.escapestudios.com/blog/au...flow-with-fbx/

    http://news.creativecow.net/story/863419

    http://www.cgw.com/Press-Center/GDC/...ine-Autod.aspx

    http://www.devmaster.net/news/index.php?storyid=2452

    so,for creativity sakes, let's hope the april build of UDK will have this feature. (let's pray)
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