Just as a note, Blender's FBX implementation does not rely on the official SDK. It is an independent implementation written in Python, as the SDK's EULA was considered problematic with the GPL license. After many years of work, it performs quite well, but isn't perfect.
On Mar 20, 2017 1:07 PM, "Maxwell, Douglas CIV USARMY RDECOM ARL (US)" < [email protected]> wrote: > @Cinder - each successive training scenario we develop using the Open > Simulator platform tries to improve over the previous scenarios. It would > be helpful to be able to upload our work into MOSES/Halcyon directly from > Maya or 3DSMax without the intermediary step of converting to Collada. > > You are right about the license; Need to be careful. I took a quick look > and the fbx files can be treated like a black box. We don't need to know > the specifics of what's in the files to be able to extract the vertices, > vertex indices, normals, UV coords, materials and animations using the FBX > SDK. (This is good news.) It may explain how Blender is able to work with > FBX successfully. > > > > Douglas Maxwell, Ph.D. > Science and Technology Manager > Virtual World Strategic Applications > U.S. Army Research Lab > Human Research & Engineering Directorate > (c) (407) 242-0209 <%28407%29%20242-0209> > ------------------------------ > *From:* [email protected] [[email protected]] > on behalf of Cinder Roxley [[email protected]] > *Sent:* Monday, March 20, 2017 12:24 PM > *To:* Maxwell, Douglas CIV USARMY RDECOM ARL (US); > [email protected] > *Cc:* [email protected] > *Subject:* [Non-DoD Source] Re: Native FBX Support > > All active links contained in this email were disabled. Please verify the > identity of the sender, and confirm the authenticity of all links contained > within the message prior to copying and pasting the address to a Web > browser. > > ------------------------------ > > > I guess it depends on what you mean by native. On the server side, > everything is stored as raw vertices. I haven’t heard of anybody replacing > that, plus FBX restrictive’s license may jeopardize the BSD license in > OpenSim. > > On the viewer front, I have work in progress FBX exporter/importer for > Alchemy Viewer. I just haven’t had the time to finish it. As an Autodesk > user, I find it much more convenient to use FBX as converting FBX to a > COLLADA that the vanilla importer doesn’t choke on can be time consuming. > > -- > Cinder Roxley > Sent with Airmail > > On March 20, 2017 at 10:19:48 AM, Maxwell, Douglas CIV USARMY RDECOM ARL > (US) ([email protected] < Caution-mailto:douglas. > [email protected] > ) wrote: > > Two questions: > > 1) Has anyone worked on native FBX support for open sim? > 2) Would the content creators find it useful? > > Douglas Maxwell, Ph.D. > Science and Technology Manager > Virtual World Strategic Applications > U.S. Army Research Lab > Human Research & Engineering Directorate > (c) (407) 242-0209 > > > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > >
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