@Phyxion: Wat werkt daar dan niet aan?
Van
http://wiki.blender.org/i.../Export/FBX#Configuration :
Motion Builder
MotionBuilder
Tests Passed...
* Character animation
* Materials
* Textures
* Lamps
* Cameras
* Empty's
Notes...
* Imported models will often appear small, press the A key to resize the view.
* Mesh vertex color is not displayed
[edit] Cinema4D
Cinema4D
Tests Passed...
* Character animation
* Materials
* Textures
* Lamps
* Cameras
* Empty's
Notes...
* Imported models will often be small, press Hkey to resize the view.
* Mesh vertex color is not displayed
[edit] 3D Studio Max
3D Studio Max
Blender to 3DStudio Max Tutorial
Tests Passed...
* Character animation
* Materials (see below)
* TODO further testing...
Notes...
* Imported materials have low alpha/opacity, possibly a bug in the 3DS MAX importer.
[edit] Maya
Maya
Tests Passed...
* Character animation (Maya 8.0 or greater)
* Materials
* TODO further testing...
Notes...
* Dont scale the armature object since maya does not support non uniform scaled bones.
[edit] Deep Exploration (Right Hemisphere)
Deep Exploration
Tests Passed...
* Character animation (The example model imported with some problems)
* Materials
* Textures
* TODO further testing...
Notes...
* When exporting armature animation, disable "Optimize Keyframes" otherwise you may get bad bone interpolation.
* With animations, once imported you'll need to select the default action at the bottom of the screen. to play the animation.
* Some character animations to not deform properly, since other programs display this correctly I assume this is a problem with Deep Exploration --Ideasman42 00:34, 31 August 2007 (CEST)
[edit] Modo
Modo
Tests Passed...
* Meshes
* Textures
* TODO further testing...
Notes...
* Modo does not support animation
[edit] Endorphin (NaturalMotion)
Tests Passed...
* Armature animation
Notes...
* Endorphin only supports FBX's bones, all other objects are importes as bones.
Before exporting make sure you de-select armatures only, unless you want your camera as a bone.
* Start and end frames are not imported, youll need to set them after importing.
[edit] Cheetah3D
Cheetah3D
Tests Passed...
* Character animation
* Materials
* Textures
[edit] Carrara
Carrara
Tests Passed...
* Character animation
* Materials
* Textures
[edit] Unity3D
Unity3D
Tests Passed...
* Character animation
* Materials
* Textures
Notes...
* Cameras and lights are imported just as placeholders.
* When using armature deformed meshes, All vertices's must be influenced by at least one bone, or it will look like the vertex is in some far off place.
Ziet er toch heel behoorlijk uit die exporter. Het is trouwens gewoon een python script, dus je kan altijd zelf aanpassingen maken als dat nodig is.