Object animation conversion, resampling and capture from 3ds Max, CINEMA 4D, Maya, LightWave, U3D, Collada, FBX, etc. To DirectX is a critical and key feature of the DirectX exporter.
This class represents the coordinate system of the scene and can convert scenes to other coordinate systems. By default the uses a Y-Up axis system. If the calling application wishes to change the default axis it will need to define the new axis system and call the convert method with the scene as argument. The appropriate transforms will be applied to the first level objects of the scene only (objects whose parent is the scene itself). Child objects do not need to be transformed since they inherit from their parents. The adjustment will affect the translation animation curves and the objects pivots values (the rotation transformation is applied as a pre-rotation transform therefore the rotation animation curves do not need to be transformed). Once converted, the scene will have its axis definition changed to the new system.
LScene-.(dir); // this will now return the equivalent of FbxAxisSystem::eZAxis No conversion will take place if the scene current axis system is equal to the new one. The EUpVector specifies which axis has the up and down direction in the system (typically this is the Y or Z axis). The sign of the EUpVector is applied to represent the direction (1 is up and -1 is down relative to the observer).
The EFrontVector specifies which axis has the front and back direction in the system. It is not an independent variable, which means it depends on EUpVector. The enum values ParityEven and ParityOdd denote the first one and the second one of the remain two axes in addition to the up axis. For example if the up axis is X, the remain two axes will be Y And Z, so the ParityEven is Y, and the ParityOdd is Z; If the up axis is Y, the remain two axes will X And Z, so the ParityEven is X, and the ParityOdd is Z; If the up axis is Z, the remain two axes will X And Y, so the ParityEven is X, and the ParityOdd is Y. There still needs a parameter to denote the direction of the EFrontVector just as the EUpVector. And the sign of the EFrontVector represents the direction (1 is front and -1 is back relative to observer).
If the front axis and the up axis are determined, the third axis will be automatically determined as the left one. The ECoordSystem enum is a parameter to determine the direction of the third axis just as the EUpVector sign. It determines if the axis system is right-handed or left-handed just as the enum values. Some code for reconstructing a object from reference scene. Enumeration that can be used to initialize a new instance of this class with predefined configurations (see the 'Predefined axis systems' section). Enumerator eMayaZUp UpVector = ZAxis, FrontVector = -ParityOdd, CoordSystem = RightHanded.
Autodesk® FBX® Review is a lightweight, standalone software tool for reviewing 3D assets and animations quickly and efficiently. FBX Review enables users to view 3D content without using a 3D authoring tool, to help speed up asset sharing and iteration. More at Features Quickly open and review 3D models with the same visual fidelity of Viewport 2.0. Toggle between wireframe, shading, texture, and lighting options. Review animated 3D assets using familiar play, pause, and scrub-through controls. Review assets while on-the-go without having to rely on a 3D content creation tool.
Formats supported:.zip,.fbx,.3ds,.abc,.obj,.dxf,.dae,.bvh,.htr,.trc,.asf,.amc,.c3d,.aoa,.mcd. Free FBX Sample File! OS Availability Microsoft® Windows® Vista, 7, 8, 10 System Requirements Desktop Hardware 64-bit Intel® or AMD® multi-core processor Graphics card must support Microsoft® DirectX 11® software 4GB of RAM (8GB recommended) 50MB of free disk space for install Customer Support: Online Forum and Communnity Support: Informazioni sulla versione Versione 1.4.1. FBX Review is a very cool application. It could even be a light 'game engine' if it would be possible to package this app as redistributable and to remote it. It should be able to represent a background (e.g.
HDR 360), to add and remove a single actor to the scene, to play remotely a motion on the actor, to send remotely the user inputs, to change the coordinates, size and angle of the actor. The best would be if an additional scene could hiddenly be prepared. (So that different scenes could be represented and walked through). One of the best things about this tool is that it is very quick compared to the software Autodesk released in the past. FBX converter was the next best thing - it looks like this is what we'll be using going forward!
Hopefully they deploy this with Max, Maya, MotionBuilder and Mudbox going forward. There's a substantially lacking feature though. If you're an animator, particularly for games, and only want to export the skeletal animation - you cannot preview that alone. Only if there is a skinned mesh in the scene will FBX review show you the skeleton drawn over the mesh.
I don't understand why the skeleton cannot be displayed if that's all there is in the scene. I tried exporting a hierarchy, yet I was left with an empty FBX reviewer. The timeline was appropriate in length, though.