Clackdor Posted November 29, 2011 Share Posted November 29, 2011 So, the following doesn't seem to work right for me: 1. Download a model with an animation in FBX format. 2. Open in UU3D. Use the animation editor. (desired animation in UU3D still) 3. Save as FBX format. 4. Use Leadwerks fbx2gmf.exe tool. 5. Animations do not play in Model viewer. So sad. Oh, also, when using a skin shader, the material sphere is severely warped and doesn't display properly on the model. Quote Link to comment Share on other sites More sharing options...
Rick Posted November 29, 2011 Share Posted November 29, 2011 Why not save as gmf from UU3D? Make sure your materials are correct. There is a special shader to use for animations if my memory serves me right. Quote Link to comment Share on other sites More sharing options...
Clackdor Posted November 29, 2011 Author Share Posted November 29, 2011 Frustration post. I immediately downloaded the plugin for UU3D and it worked. Read somewhere on these forums that the fbx2gmf tool was "better" than using UU3D. The skin shader is the special shader for animations. Quote Link to comment Share on other sites More sharing options...
Bolt Posted December 1, 2011 Share Posted December 1, 2011 So, the following doesn't seem to work right for me: 1. Download a model with an animation in FBX format. 2. Open in UU3D. Use the animation editor. (desired animation in UU3D still) 3. Save as FBX format. 4. Use Leadwerks fbx2gmf.exe tool. 5. Animations do not play in Model viewer. So sad. Oh, also, when using a skin shader, the material sphere is severely warped and doesn't display properly on the model. Just FYI, the fbx2gmf.exe tool does not automatically create .MAT files. .MAT files are necessary for animation. And the .MAT file must specify a skin shader. The latest GMF plugin for Unwrap3D will automatically create .MAT files for you. It will detect whether you're using a static or skinned mesh, and write out the appropriate shader. Read somewhere on these forums that the fbx2gmf tool was "better" than using UU3D. The fbx2gmf tool is better in the sense that it will preserve the original FBX mesh hierarchy. The Unwrap3D plugin will not preserve mesh hierarchies. It will combine all meshes into one mesh. For animated character models, you would probably prefer a single skinned mesh. But, if you have something like a vehicle with wheels, then you might prefer keeping the mesh hierarchy in tact. As you might want the wheels to rotate about their own axes, which is not possible with a combined mesh. Quote Ultimate Unwrap 3D: http://www.unwrap3d.com Link to comment Share on other sites More sharing options...
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