[Bf-gamedev] Importing issues

W. Nelson indigitalspace at yahoo.com
Sun May 11 16:44:21 CEST 2014



Along the same lines as scale factor, there is a lot of discussion about and desire for snapping to be addressed.  More specifically workflow and configuration in Blender to easily set up snapping so it is similar to what is done in the game engines for placing or snapping assets to each other or on the grid.  This reduces many scaling issues also.


I'll have more information on this and other things discussed in some recent meetings.  I'll send a report out as soon as I can edit my notes.

JTa



________________________________
 From: Bastien Montagne <montagne29 at wanadoo.fr>
To: bf-gamedev at blender.org 
Sent: Sunday, May 11, 2014 6:52 AM
Subject: Re: [Bf-gamedev] Importing issues
 


Sure! Not unit data per se, though, but a simple scale factor.  From what I gathered from a few "official" FBX files and web search, looks like reference unit in FBX is the centimeter (so 1.0 for centimeter values, 100.0 for meters, 2.54 for inches, etc.). Since a Blender Unit is considered as a meter by default in Blender, we then have to use '100.0' as scale factor at export time (unless the unit scale settings of Blender's scene is not 1.0).

And as I said, import was completely ignoring those data, as well as
    the scene frame rate.

All this was addressed in today's commits, from quick tests here it
    seems to work as expected now, but more tests with external apps are
    more than welcomed (changes will be available tomorrow in our
    builder (http://builder.blender.org/download))! ;)

Cheers,
Bastien


On 09/05/2014 17:13, Lina Halper wrote:

In FBX SDK, which I understand you can’t use, they have unit conversion support via this. 
 
FbxGlobalSettings via FBX Scene has GetSystemUnit that has FbxSystemUnit. 
 
So for example, this is the way to convert scene to different units, 
 
if( FbxScene->GetGlobalSettings().GetSystemUnit().GetScaleFactor() != 1.0 )
{
                KFbxSystemUnit::cm.ConvertScene( FbxScene );
}
 
So in theory, this should convert to correct unit if it was meter to centimeter. But when I read this scale from Blender, it is considered to be same. 
 
From this I suppose there is some way of saving units in FBX. 
 
Thanks, 
 
--Lina,
 
 
From:bf-gamedev-bounces at blender.org [mailto:bf-gamedev-bounces at blender.org] On Behalf Of Bastien Montagne
Sent: Wednesday, May 07, 2014 1:22 PM
To: bf-gamedev at blender.org
Subject: Re: [Bf-gamedev] Importing issues
 
Hi LIna,
On 07/05/2014 18:46, Lina Halper wrote:
Hello, 
> 
>I have a couple of question about importing part of blender. This test is done using FBXs from UE4 and other sources, and these two seem the biggest hurdle for us to work with blender. 
> 
>1.       Converting Scene issue
>- when importing the FBX exported from UE4 to blender, we
            see mesh is rotated. 
>- when we open this in Maya or FBX review, we don’t see this
            issue
>- I’m wondering how you convert scene when imported. Do you
            read current scene set up and convert?
>- Now if you modify and export back out, now mesh is rotated 
>2.       Converting Unit issue
>- when importing FBX or Collada, if I have “import unit”
            option off, it imports as very small (1/100th). If I have that option on, it imports correctly. 
>- Is this intended?  How do you see your unit conversion
            with other package?
> 
FBX import does not support units at all currently, afaik… And when there are no units, again different apps have different conventions, so one might export in mm when Blender will import in BlenderUnits (commonly accepted as meters, though this is configurable and ultimately a matter of convention, again). That’s why you have a Scale setting in importers and exporters, to apply some correction if needed.



Thanks, 
 
--Lina,
 



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Cheers,
Bastien


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