[Soc-2012-dev] AssimpFBX Progress Report 11

Alexander Gessler alexander.gessler at gmx.net
Fri Aug 3 20:27:54 CEST 2012


Hi all,


What I did this week
=====================

Spent around 10 hours debugging some bones but they're still not correct
(mostly two issues: the armature in blender is deformed and the original
bones in assimp are sometimes mirrored with respect to the original fbx
file / respectively the way how fbx converter/viewer plays them back)

Had some exams on tuesday/wednesday and took a day off afterwards to
finish up something else :-)

Implemented binary reading. I got a first binary file read a few minutes
ago, so you an expect this feature to hit bratwurst during the weekend.


Next week
=========

Actually you can paste here the ongoing todos from last week.


No real problems - it is not unexpected that animations/skinning would
be tricky to get right. The positive feedback from BA.org confirms the
importer is on the right track to being useful.


Bye, Alex


On 7/28/2012 2:55 AM, Alexander Gessler wrote:
> Hi all,
> 
> 
> tl;dr version
> =============
> 
> Worked on animation import. Got some basic skinning tests imported
> correctly, but some quirks in the converter cause major screw up
> in most cases :-)
> 
> 
> What I did this week
> ====================
> 
> - devised a scheme how to transfer fbx animations seamlessly to blender
> (and back again some day) and implemented it. Things are complicated
> because fbx has a relatively complex node transformation chain that
> doesn't match blender's, nor assimp's. The updated importer generates
> additional nodes to keep the original transformations and tags them with
> special names so the exporter can undo this transformation. It took a
> lot of time to implement this, since we're not only talking about nodes
> but also about the animations associated therewith. This scheme kicks in
> for nearly all animated fbx files I have for testing.
> 
> - implemented a fallback scheme to make sure files that only use basic
> stuff (i.e. rotation, translation, scaling) don't get their scene
> hierarchy busted up for no reason.
> 
> - REed the binary file format.
> 
> - Got some feedback on BA.org
> 
> 
> Next week
> =========
> 
> - More work on skinning
> 
> - Implement binary file format
> 
> - Implement import option UI in Blender
> 
> - Various fixes, tweaks etc
> 
> 
> Problems
> ========
> 
> None
> 
> Bye, Alex
> 
> PS:
> http://www.greentoken.de/download/bratwurst_assimp_fbx_r49165_win32.zip
> is a win2 bit bratwurst build from the beginning of the last week.
> 



More information about the Soc-2012-dev mailing list