Directx Fbx Converter 2016 Olympics

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I'm having an extremely difficult time trying to convert an FBX file into a format that can be used with DirectX. I've read a lot of articles on forums all over the internet and have followed instructions carefully but have not yet been successful in loading a skinned mesh from an FBX file.

As I understand it, I am required to set the 'Bone Offset' field of a DirectX skinned mesh frame to the inverse bind pose of the bone which I can get using FBX SDK like so:

Then I get animation like this:

Then in my renderer I have this:

The model, however, is disfigured...skinned mesh:

standard mesh:

What is the proper way to evaluate the transforms for a skinned mesh when converting from FBX to DirectX 9?

P. AveryP. Avery
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Browse other questions tagged c++directxdirectx9fbxskinning or ask your own question.

The Advanced Options rollout primarily contains additional options that let you modify the default plug-in behavior. In most cases you do not need to modify these options to have a successful export. The section also holds additional settings specific to the Collada file type.

Units

The following rollout includes unit settings for your exported files.

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Automatic

Activate the Automatic option if you want the 3ds Max FBX plug-in to automatically identify and set the units of the destination file to match units of the host application

When you activate Automatic, the Scene units converted to option is disabled, although it shows the resolved unit & Scale Factor. If you disable the Automatic option, the Scene units converted to option becomes available.

When Automatic is active, the File Units will match the system units, and the plug-in applies no conversion. The displayed Scale Factor is 1.0 in this case.

Scale Factor

Displays the conversion value or Scale Factor that the plug-in applies to the entire scene during export.

By default, the 3ds Max FBX plug-in uses the system units set in the host application to determine what units to use to export the FBX file. This means that the default export Scale Factor is always 1.0, and the plug-in applies no unit scale conversion during the export process.

You can modify what units the 3ds Max FBX plug-in uses to export your scene if you change the Scene Units converted to option. If you change the Scene Units converted to option, you modify the Scale Factor value and units applied to the exported data.

For information about incorrect or unwanted scaling issues, see Why is my scene scaled differently in 3ds Max?.

Scene Units Converted To

Use this menu to specify the units to which you want to convert your exported scene. Modifying this setting directly affects the Scale Factor value applied to the exported data.

The plug-in determines the default units by looking at the System Unit Scale in the System Unit Setup dialog box in 3ds Max.

Note: To view the default units, click System Unit Setup in the Units Setup dialog box that appears when you select Units Setup from the 3ds Max Customize menu.

On export, the plug-in applies no default scaling since the export and system units match. This results in a Scale Factor of “1.0”.

For information about incorrect or unwanted scaling issues, see Why is my scene scaled differently in 3ds Max?.

Axis Conversion

The FBX export plug-ins have two options for Axis Conversion, Y-up, or Z-up.

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When you use the Autodesk Media & Entertainment preset, the 3ds Max FBX plug-in exports using the Y-Up Axis.

You can export your scene to a Z-up axis if the destination application does not support the Y-up world axis and cannot convert the Y-up world axis of your scene.

Note: The exporter applies Axis Conversions only to root elements of the outgoing scene. If you have animation on a root object that must be converted on export, these animation curves are resampled to apply the proper axis conversion. To avoid resampling of these animation curves, make sure to add a root node (dummy object) as a parent of the animated object in your scene, before you export to FBX.

UI

These options let you set display options of the UI, such as show or hide the Warning Manager.

You can customize these display options, save them as a new Preset, and share this preset file. See the Edit/Save Preset section for more information.

Show/Hide Warning Manager

This option lets you disable the Warnings and Errors dialog box that appears during the export process. The Warning manager is active by default.

Generate Log Data

Deactivate the Generate log data option if you do not want warning and error information written to the log. However, if you deactivate this option, the FBX Exporter/Importer records the file name and time stamp in the log file, but does not include error and warning data.

The 3ds Max FBX plug-in stores log files in

  • C:Documents and Settings<username>My Documents3dsMaxFBXLogs (Windows XP)
  • C:Users<username>Documents3dsMaxFBXLogs (Vista)
  • C:Users<username>My Documents3dsMaxFBXLogs (Windows 7)

FBX File Format

This section lets you determine the format of your FBX file.

Type

Save your FBX file as one of these two types, binary or ASCII. While binary is the normal format for FBX files, ASCII files give you a plain text version of the file format, which lets you search the file for information retrieval.

Note: You cannot view ASCII FBX files in the FBX for QuickTime viewer. Instead, save your FBX file as a binary file.
Mode Function
Binary Activate this option to save the FBX file in the standard format.
ASCII Activate this option to save the FBX file in ASCII format.
Note: If you export your file to ASCII format in FBX versions 2010 and earlier, you cannot embed media.
Version

Expand the FBX Version menu to select an FBX version.

The following table lists the different versions available for you to select from the FBX exporter.

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Version Description
FBX 2015 Select this FBX version to export a file that is compatible with Autodesk 2015 applications and 2015 FBX plug-ins. This is the default FBX version.
FBX 2014 Select this FBX version to export a file that is compatible with Autodesk 2014 applications and 2014 FBX plug-ins.
FBX 2013 Select this FBX version to export a file that is compatible with Autodesk 2013 applications and 2013 FBX plug-ins.
FBX 2012 Select this FBX version to export a file that is compatible with Autodesk 2012 applications and 2012 FBX plug-ins.
FBX 2011 Select this FBX version to export a file that is compatible with Autodesk 2011 applications and 2011 FBX plug-ins.
FBX 2010 Select this FBX version to export a file that is compatible with Autodesk 2010 applications, 2010 FBX plug-ins and MotionBuilder 2009.
FBX 2009 Select this FBX version to export a file that is compatible with Autodesk 2009 applications and 2009 FBX plug-ins.

Collada

The Collada options only appear when you select the Collada (.DAE) file type from the file browser when you export.

Note: When you export to Collada you are not able to embed textures, even if the Embed media option is activated. This is because exporting to Collada results in an ASCII-format file, which does not allow binary information, such as textures, and so on. See Embed media

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Option Description
Triangulate This option automatically tessellates the exported polygon geometry.
Single matrix This option ensures that there is only a single animation matrix for each node/object by baking all animation matrices into one.
Frame Rate Use this field to set the frame rate of the scene on export.
Note: The 3ds Max FBX plug-in now supports Lines and Linestrip nodes.
Note: The Smoothing Groups option in the Collada importer does not import Smoothing Groups from the FBX file. Instead, when you activate this option, the Importer creates the Smoothing Groups during the import process. The Collada importer must create Smoothing Groups on Import when this option is active, because the FBX Collada exporter does not export Smoothing Groups data from 3ds Max. If you disable the Smoothing Groups option (this is the default setting), no Smoothing Groups are generated by the Importer.