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  1. Aug 09, 2013
  2. Aug 08, 2013
    • Campbell Barton's avatar
      initial FBX importer, work in progress but can load... · 4bd0f693
      Campbell Barton authored
      - binary fbx files only
      - version 7.1 or newer
      - meshes, uvs, materials, textures
      - support for blender-internal and cycles materials (depends on engine selected)
      
      note - yes, this cant load fbx files exported by blender, for that to work we would need to update the exporter.
      4bd0f693
  3. Jul 15, 2013
  4. Jan 14, 2013
  5. Nov 14, 2012
  6. Sep 11, 2012
  7. Jul 03, 2012
  8. May 24, 2012
    • Campbell Barton's avatar
      patch from Doug Perkowski · f9e21740
      Campbell Barton authored
      from Doug:
      
      Most applications aren't very strict with the bind pose because they support different bind poses for different meshes.  Ogre requires a single bind pose for all meshes, which makes things a lot more difficult. 
      
      The changes are where the BindPose is defined (which is pretty much ignored by most applications, but you seemed to have added it for XNA), and the skin deformer.  In both cases, global transforms for bones were not correctly being exported.  I set global transforms for the bones equal to (my_bone.fbxArm.matrixWorld * my_bone.restMatrix) * mtx4_z90.  That  appears to do the trick for me, though I can't say I fully understand how the terms are derived.
      
      I've tested kngcalvn_fbx_test_new.fbx and our sample file in Maya & our FBX importer, and both work with the changes.
      f9e21740
  9. May 07, 2012
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