<html><body><div style="color:#000; background-color:#fff; font-family:HelveticaNeue, Helvetica Neue, Helvetica, Arial, Lucida Grande, sans-serif;font-size:12pt"><div><span><br></span></div><div>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.<br></div><div><br></div><div style="color: rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-serif; background-color: transparent; font-style: normal;">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.</div><div style="color: rgb(0, 0, 0); font-size: 16px;
font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-serif; background-color: transparent; font-style: normal;"><br></div><div style="color: rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-serif; background-color: transparent; font-style: normal;">JTa</div><div style="color: rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-serif; background-color: transparent; font-style: normal;"><br></div><div style="color: rgb(0, 0, 0); font-size: 16px; font-family: HelveticaNeue,Helvetica Neue,Helvetica,Arial,Lucida Grande,sans-serif; background-color: transparent; font-style: normal;"><br></div> <div style="font-family: HelveticaNeue, Helvetica Neue, Helvetica, Arial, Lucida Grande, sans-serif; font-size: 12pt;"> <div style="font-family: HelveticaNeue, Helvetica Neue, Helvetica, Arial, Lucida Grande, sans-serif; font-size:
12pt;"> <div dir="ltr"> <hr size="1"> <font face="Arial" size="2"> <b><span style="font-weight:bold;">From:</span></b> Bastien Montagne <montagne29@wanadoo.fr><br> <b><span style="font-weight: bold;">To:</span></b> bf-gamedev@blender.org <br> <b><span style="font-weight: bold;">Sent:</span></b> Sunday, May 11, 2014 6:52 AM<br> <b><span style="font-weight: bold;">Subject:</span></b> Re: [Bf-gamedev] Importing issues<br> </font> </div> <div class="y_msg_container"><br><div id="yiv3244806902"><div>
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).<br clear="none">
<br clear="none">
And as I said, import was completely ignoring those data, as well as
the scene frame rate.<br clear="none">
<br clear="none">
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 (<a rel="nofollow" shape="rect" class="yiv3244806902moz-txt-link-freetext" target="_blank" href="http://builder.blender.org/download">http://builder.blender.org/download</a>))! ;)<br clear="none">
<br clear="none">
Cheers,<br clear="none">
Bastien<br clear="none">
<br clear="none">
<div class="yiv3244806902yqt9850051199" id="yiv3244806902yqt06497"><div class="yiv3244806902moz-cite-prefix">On 09/05/2014 17:13, Lina Halper wrote:<br clear="none">
</div>
<blockquote type="cite">
</blockquote></div></div><div class="yiv3244806902yqt9850051199" id="yiv3244806902yqt00594"><style>#yiv3244806902 #yiv3244806902 --
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<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">In FBX SDK,
which I understand you can’t use, they have unit conversion
support via this.
</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;"> </span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">FbxGlobalSettings
via FBX Scene has GetSystemUnit that has FbxSystemUnit.
</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;"> </span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">So for example,
this is the way to convert scene to different units,
</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;"> </span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">if(
FbxScene->GetGlobalSettings().GetSystemUnit().GetScaleFactor()
!= 1.0 )</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">{</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">
KFbxSystemUnit::cm.ConvertScene( FbxScene );</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">}</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;"> </span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">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.
</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;"> </span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">From this I
suppose there is some way of saving units in FBX.
</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;"> </span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">Thanks, </span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;"> </span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;">--Lina,</span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;"> </span></div>
<div class="yiv3244806902MsoNormal"><span style="color:#1F497D;"> </span></div>
<div>
<div style="border:none;border-top:solid #B5C4DF 1.0pt;padding:3.0pt 0in 0in 0in;">
<div class="yiv3244806902MsoNormal"><b><span style="font-size:10.0pt;">From:</span></b><span style="font-size:10.0pt;">
<a rel="nofollow" shape="rect" class="yiv3244806902moz-txt-link-abbreviated" ymailto="mailto:bf-gamedev-bounces@blender.org" target="_blank" href="mailto:bf-gamedev-bounces@blender.org">bf-gamedev-bounces@blender.org</a>
[<a rel="nofollow" shape="rect" class="yiv3244806902moz-txt-link-freetext" ymailto="mailto:bf-gamedev-bounces@blender.org" target="_blank" href="mailto:bf-gamedev-bounces@blender.org">mailto:bf-gamedev-bounces@blender.org</a>]
<b>On Behalf Of </b>Bastien Montagne<br clear="none">
<b>Sent:</b> Wednesday, May 07, 2014 1:22 PM<br clear="none">
<b>To:</b> <a rel="nofollow" shape="rect" class="yiv3244806902moz-txt-link-abbreviated" ymailto="mailto:bf-gamedev@blender.org" target="_blank" href="mailto:bf-gamedev@blender.org">bf-gamedev@blender.org</a><br clear="none">
<b>Subject:</b> Re: [Bf-gamedev] Importing issues</span></div>
</div>
</div>
<div class="yiv3244806902MsoNormal"> </div>
<div class="yiv3244806902MsoNormal" style="margin-bottom:12.0pt;">Hi LIna,</div>
<div>
<div class="yiv3244806902MsoNormal">On 07/05/2014 18:46, Lina Halper wrote:</div>
</div>
<blockquote style="margin-top:5.0pt;margin-bottom:5.0pt;">
<div class="yiv3244806902MsoNormal">Hello, </div>
<div class="yiv3244806902MsoNormal"> </div>
<div class="yiv3244806902MsoNormal">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.
</div>
<div class="yiv3244806902MsoNormal"> </div>
<div class="yiv3244806902MsoListParagraph" style="margin-bottom:12.0pt;">
<span style="">1.<span style="font:7.0pt;">
</span></span>Converting Scene issue<br clear="none">
- when importing the FBX exported from UE4 to blender, we
see mesh is rotated. <br clear="none">
- when we open this in Maya or FBX review, we don’t see this
issue<br clear="none">
- I’m wondering how you convert scene when imported. Do you
read current scene set up and convert?<br clear="none">
- Now if you modify and export back out, now mesh is rotated
</div>
<div class="yiv3244806902MsoListParagraph" style=""><span style="">2.<span style="font:7.0pt;">
</span></span>Converting Unit issue<br clear="none">
- when importing FBX or Collada, if I have “import unit”
option off, it imports as very small (1/100<sup>th</sup>).
If I have that option on, it imports correctly.
<br clear="none">
- Is this intended? How do you see your unit conversion
with other package?</div>
<div class="yiv3244806902MsoNormal"> </div>
</blockquote>
<div class="yiv3244806902MsoNormal"><span style="font-size:12.0pt;">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.<br clear="none">
<br clear="none">
<br clear="none">
</span></div>
<div class="yiv3244806902MsoNormal">Thanks, </div>
<div class="yiv3244806902MsoNormal"> </div>
<div class="yiv3244806902MsoNormal">--Lina,</div>
<div class="yiv3244806902MsoNormal"> </div>
<div class="yiv3244806902MsoNormal"><span style="font-size:12.0pt;"><br clear="none">
<br clear="none">
<br clear="none">
</span></div>
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<div class="yiv3244806902MsoNormal"><span style="font-size:12.0pt;">Cheers,<br clear="none">
Bastien</span></div>
</div>
<br clear="none">
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<br clear="none">
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