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Problem after importing FBX character mesh
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Juggernaut Offline
Member

Post: #1
Problem after importing FBX character mesh
Hello Esenthel,

I am using iClone 5.5 and 3DXChange 5.5 to create animated character meshes for my game.

But whenever I import the FBX animated character meshes ( exported from iClone 5.5 using 3DXChange 5.5 ) into the Esenthel editor though the character mesh appear correctly without animation,
the head of the character appears to be completely disoriented while
being viewed in animated mode.

The internal bone structure also appear to be completely messed up.
It has been stated in the Esenthel documentation that Esenthel engine
automatically creates bone structure for any imported character mesh.
But what I get after enabling the "SLOTS" or the "RAGDOLL" button is a complete disarray of bone structure.

Please check the attached image to understand the situation I am in and
guide me with the correct steps that need to be followed to import animated character meshes from iClone.

Thanks,

   
(This post was last modified: 04-09-2014 09:40 PM by Juggernaut.)
04-09-2014 09:38 PM
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Esenthel Offline
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Post: #2
RE: Problem after importing FBX character mesh
Hello,

The FBX importer works fine, the problem is that your Bones/Joints are just oriented that way (the artist made it like that). To fix it, you'd need to ask your artist to reorient the joints.

This will cause issues only with the Ragdoll, however animations should work fine.
04-09-2014 09:50 PM
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Juggernaut Offline
Member

Post: #3
RE: Problem after importing FBX character mesh
Esenthel,

Why is the head bent like that in animation preview ?

I have imported the same FBX animated character mesh into other game engines and the character along with bones and all the animations seem to work correctly without any hitch. So if it was the artist's fault then it should not have
worked in other game engines.
04-09-2014 10:45 PM
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Esenthel Offline
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Post: #4
RE: Problem after importing FBX character mesh
If the animations do not work correctly, please send me the original files (.max, maya, and exported .fbx file) so I could test them.
Thank you
04-09-2014 10:51 PM
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Juggernaut Offline
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Post: #5
RE: Problem after importing FBX character mesh
How do I send you a 67 MB animated character FBX file ?

The attachment limit in forum is under 1 MB.
04-09-2014 11:07 PM
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Esenthel Offline
Administrator

Post: #6
RE: Problem after importing FBX character mesh
Please archive it using 7z and use this link:
http://esenthel.com/submit_file.php

Or alternatively you can copy it to your dropbox and share the link with me.

Thanks
04-11-2014 09:57 PM
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rstralberg Offline
Member

Post: #7
RE: Problem after importing FBX character mesh
How did this end? Curious as I have exactly the same problem.
Really need that solved. I have sent the character 'stefan.zip' for investigation.
This character is the Standard iClone G5 character with some simple animations

If the fbx file is loaded into UU3D all works fine. Found that exporting from UU3D to DAE
and then importing to EE3 seems to fix the animationproblem. But then the textures are
not imported so you have to drag the to the material manually.

Conclusion.
FBX does not import bones/skin correctly, animations broken, mesh is OK with material and textures
[Image: ee3-1.PNG]

DAE does import bones/skin correctly, animations are OK, mesh is OK, but materials are blank
[Image: ee3-2.PNG]

If you need any more files I'll send them
(This post was last modified: 07-11-2014 07:21 PM by rstralberg.)
07-11-2014 10:19 AM
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Esenthel Offline
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Post: #8
RE: Problem after importing FBX character mesh
Where did you send the file? I didn't receive any
07-11-2014 11:45 PM
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rstralberg Offline
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Post: #9
RE: Problem after importing FBX character mesh
(07-11-2014 11:45 PM)Esenthel Wrote:  Where did you send the file? I didn't receive any

Sent to the link you proposed above
http://esenthel.com/submit_file.php
07-12-2014 12:30 AM
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Esenthel Offline
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Post: #10
RE: Problem after importing FBX character mesh
Hi,
I didn't receive the file from you through the link above, but I did get it from your PM.
I've then tried sending it to the website link above and that worked.
Anyway I've got the file so I'll check it out.
07-12-2014 01:09 AM
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Esenthel Offline
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Post: #11
RE: Problem after importing FBX character mesh
Thank you for reporting the issue!
It is now fixed.
07-12-2014 08:11 AM
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rstralberg Offline
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Post: #12
RE: Problem after importing FBX character mesh
I can just say WHOW! Works splendid now. Your support is just AWESOME!
Many thanks grin grin grin


[Image: ee3-3.PNG]
(This post was last modified: 07-12-2014 11:54 AM by rstralberg.)
07-12-2014 11:40 AM
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Esenthel Offline
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Post: #13
RE: Problem after importing FBX character mesh
grin Thanks! smile
07-13-2014 12:27 AM
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Pherael Offline
Silver Supporter

Post: #14
RE: Problem after importing FBX character mesh
I have similar problem, when I'm creating skeleton in Blender, bones are directed toward Y axis, but when I import (both dea and fbx) to Esenthel, they directed towards Z axis. So skeleton is all messed up. Animations works fine, but it's impossible to make ragdoll. I think is exactly the reason why OP bones looks like they looks. (Mine skleton looks very similar).

I think this is because in some editors Z axis is UP axis and in Esenthel Y axis is UP axis. I'm not sure where in "outer editor>>fle>>esenthel" chain things are messed up. Axis order seems to be mixed up in one point.

Greg, could you confirm that this is bug or blender exporters doesn't work correctly (or maybe even I did something wrong). Thanks in advance.
12-15-2014 01:39 PM
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Esenthel Offline
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Post: #15
RE: Problem after importing FBX character mesh
Hello,

This is a different kind of issue.

I set the bone direction along the default matrix orientation as used in 3ds Max.
Actually many models out there don't respect correct bone orientation at all (especially those made in Maya).

When making your skeletons in Blender, please try using different bone orientation direction, please try a few combinations, until you see that they import correctly into the engine.
12-15-2014 02:24 PM
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