Maya FBX Plug-in Guide - S.alias

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Maya FBX Plug-in GuideMaya FBX plug-inDecember 2005

Copyright 1994-2005 Alias Systems Corp. ("Alias") and its licensors. All rights reserved.Document:Maya FBX Plug-in GuideDate:December 2005Portions relating to JPEG Copyright 1991-1998 Thomas G. Lane. All rights reserved. This software is based in part on thework of the Independent JPEG Group.Portions relating to TIFF Copyright 1997-1998 Sam Leffler. Copyright 1991-1997 Silicon Graphics, Inc. All rightsreserved.The Tiff portions of this software is provided by the copyright holders and contributors "as is" and any express or impliedwarranties, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose aredisclaimed. In no event shall the copyright owner or contributors of the TIFF portions be liable for any direct, indirect,incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods orservices; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether incontract, strict liability, or tort (including negligence or otherwise) arising in any way out of the use of the TIFF portions of thissoftware, even if advised of the possibility of such damage.All documentation ("Documentation") contains proprietary and confidential information of Alias. The Documentation isprotected by national and international intellectual property laws and treaties. Use of the Documentation is subject to theterms of the license agreement that governs the use of the software product to which the Documentation pertains("Software"). The authorized licensee of the Software is hereby authorized to print no more than one (1) hardcopy of anyDocumentation provided in digital format per valid license of the Software held by such licensee. Except for the foregoing, theDocumentation may not be translated, copied or duplicated in any form (physically or electronically), in whole or in part,without the prior written consent of Alias.Alias, the swirl logo, Maya, MotionBuilder, FilmBox, HumanIK, Open Reality, and FBX are registered trademarks of Alias in theUnited States and/or other countries. 3dsmax and Discreet are either registered trademarks or trademarks of Autodesk,Inc./Autodesk Canada Inc. in the USA and/or other countries. Adobe, the Adobe logo, Acrobat, and Distiller are eitherregistered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries. Apple,Mac, Macintosh, and QuickTime are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. Safari isa trademark of Apple Computer, Inc. Intel and Pentium are registered trademarks of Intel Corporation in the United Statesand other countries. Macromedia and Flash are registered trademarks of Macromedia, Inc. in the United States and/or othercountries. Microsoft and Windows are either registered trademarks or trademarks of Microsoft Corporation in the UnitedStates and/or other countries. SGI, Silicon Graphics, and OpenGL are registered trademarks of Silicon Graphics, Inc., in theUnited States and/or other countries worldwide. Softimage and XSI are either registered trademarks or trademarks of AvidTechnology, Inc. in the United States and/or other countries. LightWave and LightWave 3D are registered trademarks of aretrademarks of NewTek, Inc. Wacom is a trademark of Wacom Co., Ltd. All other trademarks mentioned herein are the propertyof their respective owners.ALIAS SYSTEMS CORP. 4428 ST-LAURENT BLVD SUITE 300 MONTRÉAL, QUÉBEC H2W 1Z5

Contents1 Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Windows installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Macintosh installation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Linux installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Importing and Exporting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Exporting from Maya to an .fbx file . . . . . . . . . . . . . . . . . . . . . . . . . . 5Importing .fbx files into Maya. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9What’s supported in the Maya FBX plug-in . . . . . . . . . . . . . . . . . . . 15What’s not supported in the Maya FBX plug-in. . . . . . . . . . . . . . . . . 16What’s new . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Known limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183 Maya MEL Scripting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21FBXExport -f [filename] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21FBXExportShowUI -v [true false] . . . . . . . . . . . . . . . . . . . . . . . . . . . 21FBXExportHardEdges -v [true false]. . . . . . . . . . . . . . . . . . . . . . . . . 22FBXExportConstraint (-v true false) . . . . . . . . . . . . . . . . . . . . . . . . . 22FBXExportCharacter (-v true false) . . . . . . . . . . . . . . . . . . . . . . . . . 22FBXExportApplyConstantKeyReducer -v [true false] . . . . . . . . . . . . . 23FBXExportEmbeddedTextures -v [true false]. . . . . . . . . . . . . . . . . . . 23FBXImport -f [filename] -t [take index] . . . . . . . . . . . . . . . . . . . . . . . 23FBXImportShowUI -v [true false] . . . . . . . . . . . . . . . . . . . . . . . . . . . 23FBXImportHardEdges -v [true false] . . . . . . . . . . . . . . . . . . . . . . . . 24FBXImportConstraint (-v true false) . . . . . . . . . . . . . . . . . . . . . . . . . 24FBXImportCharacter (-v true false) . . . . . . . . . . . . . . . . . . . . . . . . . 24Maya FBX Plug-in Guideiii

Table of ContentsFBXImportMergeBackNullsPivots -v [true false] . . . . . . . . . . . . . . . . 25FBXImportConvertDeformingNullsToJoint -v [true false]. . . . . . . . . . . 25FBXImportMode -v [exmerge add merge] . . . . . . . . . . . . . . . . . . . . . 26FBXImportOverrideNormalsLock -v true false . . . . . . . . . . . . . . . . . . 26FBXimportQuaternion -v quaternion euler resample . . . . . . . . . . . 26FBXRead -f [filename] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27FBXGetTakeCount . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27FBXGetTakeIndex [take name] . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27FBXGetTakeName [index] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27FBXGetTakeComment [index]. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28FBXGetTakeLocalTimeSpan [index]. . . . . . . . . . . . . . . . . . . . . . . . . 28FBXGetTakeReferenceTime Span [index]. . . . . . . . . . . . . . . . . . . . . 28FBXBatchDialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28FBXResamplingRate -v [float] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Maya FBX Plug-in Guideiv

1InstallationThe Maya FBX plug-in is used by Maya to import, export, and convertfiles using the .fbx file format. This chapter describes how to installthe Maya FBX plug-in on Windows , Mac OS X, and Linux systems.The Maya FBX plug-in comes with Maya and is installed automatically.This procedure is included so you can upgrade your Maya FBX plug-inwith later versions.ImportantPlug-ins run correctly only on the version of Mayafor which they are created, so verify that theversion of the Maya FBX plug-in that you areinstalling is appropriate for the version of Mayayou are running. Maya rejects plug-ins created fordifferent versions.Windows installationThe Maya FBX plug-in is available for Windows 2000 and Windows XP.1Download the .zip file from the Alias website jsp).2Double-click the .zip file and extract the files to theC:\Alias\Mayax\bin\plug-ins\ directory, where x is the version ofMaya you have installed.3Start Maya and navigate to Window Settings/Preferences Plugin Manager.4Activate the Loaded option for Fbxmaya.mll in the Plug-in Manager.5Activate the Fbxmaya.mll Autoload option if you want Maya to loadthe Maya FBX plug-in automatically at start-up.Maya FBX Plug-in Guide1

1 InstallationRemoving the Maya FBX plug-in from Windows1In Maya, disable the Fbxmaya.mll Loaded and Autoload options inthe Plug-in Manager.2Exit Maya.3Delete fbxmaya.mll from the Mayax\bin\plugins directory, where xis the version of Maya you have installed.Macintosh installationThe Maya FBX plug-in is available for MacOS X.1Download the .sit file from the Alias website jsp) to yourdesktop.2Double-click the .sit file to extract the Installation disk image.3Double-click the package icon to start the installation and enteryour login password to continue the installation when prompted.NoteYou must obtain administrator privileges tocontinue installation.The Welcome window appears.Maya FBX Plug-in Guide24Click Continue to start the installation process.5Select the destination disk where Maya is installed and clickContinue.6Click Install (or Upgrade). A progress bar indicates the timeremaining of the installation. When the progress reaches 100%,the Finish button is activated.

1 Installation7Click Finish to exit the installation program.NoteThe Maya FBX Plug-in is installed in the followingdirectory: Macintosh Drive /Applications/Alias/maya ver /Maya.app/Contents/MacOS/plug-ins,where ver is the version of Maya you haveinstalled.8Start Maya and navigate to Window Settings/Preferences Plugin Manager.9Activate the Loaded option for Fbxmaya.lib in the Plug-in Manager.10 Activate the Fbxmaya.lib Autoload option if you want Maya to loadthe Maya FBX plug-in automatically at start-up.Removing the Maya FBX plug-in from Mac OS X1In Maya, deactivate the fbxmaya.lib Loaded and Autoload optionsin the Plug-in Manager.2Exit Maya.3Locate the fbxmaya.lib plug-in. This file is found in the MacintoshDrive /Applications/Alias/maya ver /Maya.app/Contents/MacOS/plug-ins directory, where ver is the version of Maya youhave installed.4Delete the fbxmaya.lib file.Linux installation1Download the .rpm file from the Alias website jsp).2Type the following command to install the Maya FBX plug-in:% rpm -U fbxmaya70-6.5.0-0.i386.rpmThe plug-in is installed to the following directory:Maya FBX Plug-in Guide3

1 Installation/usr/aw/maya ver /bin/plug-ins/ (where ver is the version ofMaya you have installed.)You must obtain administrator privileges tocontinue installation.Note3Start Maya and navigate to Window Settings/Preferences Plugin Manager4Activate the Loaded option for Fbxmaya.so in the Plug-in Manager.5Activate the Fbxmaya.so Autoload option if you want Maya to loadthe Maya FBX plug-in automatically at start-up.Removing the Maya FBX plug-in from Linux1In Maya, deactivate the fbxmaya.so Loaded and the Autoloadoptions in the Plug-in Manager.2Exit Maya.3Log into your system as root4Uninstall the distribution by entering the following command:% rpm -e fbxmayaxMaya FBX Plug-in Guide4

2Importing andExportingThis section describes how to export scenes from Maya using the .fbxfile format and how to import them back into Maya.It also includes a list of the Maya features supported by this version ofthe Maya FBX plug-in and MotionBuilder, MotionBuilder Professional, orAlias OnLine.Exporting from Maya to an .fbx fileNote1To increase the transfer speed of the export, triminsignificant weights on deformed models withMaya’s Skin Edit Smooth Skin Prune SmallWeights command.Open the scene that you want to save as an .fbx file in Maya.NoteWhen you create Blend Shapes in Maya, set theTimeline to the first frame, especially if there isanimation. The Blend Shapes must be set to zerobefore export.2Select File Export All or File Export Selection. A file browserappears.3Select Fbx as the file type.4Use the file browser to locate the destination for your exported .fbxfile.5Type the name of the .fbx file in the File Name field, and click Ok.Maya FBX Plug-in Guide5

2 Importing and ExportingThe FBX Exporter window appears (figure 2-1). Select the optionsthat apply to your scene.figure 2-1: FBX ExporterwindowFor more information about the FBX Exporter window options, see"FBX Exporter window options" on page 7.Maya FBX Plug-in Guide66Click Export. The exporter window shows the progress of the exportprocess.7Open the file in MotionBuilder or another 3D package.8If you are using MotionBuilder, when you are finished, merge theanimation from all layers with the Base layer using the Layers panein the FCurves window.

2 Importing and ExportingFBX Exporter window optionsOnce you select an FBX file to export from Maya, the FBX Exporterwindow appears (figure 2-2).figure 2-2: FBX ExporterwindowThe FBX Exporter window contains the following export options:OptionDescriptionFileShows the path of the file selected for export.UnitsShows the unit of measurement used by thesoftware and its conversion factor.Apply Constant KeyReducer FilteringDeletes any redundant keyframes.Resampling Frame RateSets the rate at which the exporter produceskeyframes when it needs to resample data.Resampling is needed when the interpolation ofthe Maya animation curve cannot be accuratelyrepresented by curves in MotionBuilder,MotionBuilder Professional, or Alias MoCap.Maya FBX Plug-in Guide7

2 Importing and ExportingOptionDescriptionExport Animation OnlyExports the animation.Export Hard EdgesDuplicates polygon edges and normals to createthe effect of hard edges.Export ConstraintsIncludes constraints in the file on export.When this option is disabled, the export processignores all the constraints defined in the Mayascene and does not include them in the .fbx file.The default setting is active.Export CharacterDefinitionMaya FBX Plug-in Guide8Includes Character Definition in the file on export.When this option is disabled, the Characterdefinition in the Maya scene does not export tothe .fbx file. This option is only available in theMaya FBX Plug-in for Maya 7.Embed TexturesCopies the texture and material files associatedwith the file into the .fbx file, so that they are notreferred to from the hard disk.Portable formatConverts your textures into .tiff format, whichmakes textures readable on other platforms.Export in ASCII formatSaves the .fbx file in ASCII format.ExportStarts the export process.CancelCloses the FBX Exporter window, withoutperforming any action.

2 Importing and ExportingImporting .fbx files into MayaNoteTo increase the transfer speed of the import, triminsignificant weights on deformed models withMaya’s Skin Edit Smooth Skin Prune SmallWeights command.1In Maya, select File Import. A file browser appears.2Select Fbx as the file type.Note3If you do not select FBX as the file type, MAC OS Xsystems will run the image viewer “FCheck”program instead of loading the file.Locate the .fbx file that you want to import.Maya FBX Plug-in Guide9

2 Importing and ExportingThe FBX Importer window appears (figure 2-3).figure 2-3: FBX Importerwindow4Activate any options that apply to your scene.For information about the options in the FBX Importer window, see"FBX Importer window options" on page 11.5Maya FBX Plug-in Guide10Click Import.

2 Importing and ExportingFBX Importer window optionsOnce you select an .fbx file to import into Maya, the FBX Importerwindow appears.figure 2-4: FBX ImporterwindowThe FBX Importer window contains the following import options:OptionDescriptionFileShows the path of the file selected for import.Maya FBX Plug-in Guide11

2 Importing and ExportingOptionDescriptionTake windowDisplays the takes included in the scene. Click atake to select it for import. You can only selectone take at a time.Exclusive MergeTransfers animation into nodes that exist in boththe current Maya scene and the .fbx file.No new nodes are created.Add to New SceneImports your data into a new scene.MergeMerges the imported .fbx file to the current sceneby creating any node without its equivalent in thescene.Nodes with the same name but not of the samenature, for example, sphere and bone, arereplaced.Nodes with the same name and nature only havetheir animation replaced.Convert Quaternoin Rotations as:Leave as QuaternionsTransfers Quaternion interpolation flags toMaya’s FCurves whenever the Maya FBX plug-inencounters rotation curves marked to beinterpolated.Convert to EulerDoes not transfer Quaternion interpolation flagsto Maya’s FCuves, and instead interpolates theFCurves in Euler space whenever the Maya FBXplug-in encounters rotation curves marked to beinterpolated.Resample as EulerResamples rotation curves in the Quaternionspace, transfers the resulting curves to Maya asEuler curves.Use this method if you are experiencing problemswith Quaternion curves inside Maya.Maya FBX Plug-in Guide12

2 Importing and ExportingOptionDescriptionDetected DestinationWorld Unit:Shows Maya’s current units. For example, if Mayais set to display in inches, this seting displays:1 centimeter 0.3937000 inchesThis way, keyframe values or vertex positions arescaled accordingly, so if you translate a 1centimeter object, it moves 0.3937 units if Mayais set to inches.Pre-Normalize WeightsActivate this option if you notice unusual skinweighting, as this conforms the .fbx file’s weightsto Maya’s conventions.Depending on the size of your scene, this processcan take several minutes.Import ConstraintsImports all constraints into the new scene.When this option is disabled, all the constraintsdefined in the .fbx file are ignored by theimporting process and are not present in theMaya scene.The default setting is active.Import CharacterDefinitionImports Character Definitions into the scene.When this option is disabled, the Characterdefinition in the .fbx file is not imported into theMaya scene.This option is only available in the Maya FBX Plugin for Maya 7.Convert IncomingDeforming Nulls toJointsConverts deforming nulls into Maya bones.This option was originally provided because Mayadid not support null elements (that is, transformnodes that are not joints,) within a bonehierarchy).While Maya now supports this, in some casesthis option improves the skinning behavior.Maya FBX Plug-in Guide13

2 Importing and ExportingOptionDescriptionMerge Pivot Nodes asRotate Axis and JointOrientActivate this option only when you use older .fbxfiles.Assigns the rotation transformation of the null (orjoints) elements in the hierarchy that are used aspre- and post-rotation to the joint orient and therotate axis of the original node.The pre-rotation and post-rotation nodes are thendeleted. Older files created with the Export Pre/Post Rotation as Nulls option are merged back tothe original Maya Setup.Import Hard EdgesMerges edge duplication previously created bythe FBX export action “Export Hard Edges” tocreate Maya hard edges.Activating this option undoes the FBX exportaction "Export Hard Edges" on page 8.Protect Driven KeysPrevents any channels with driven keys frombeing overwritten by the incoming animation.Merge Animation LayersComputes the effect of all animation layers andtransfers the resulting animation to Mayawhenever multiple layers of animation are used.Resampling Frame Rate(fps)Sets the rate at which the importer produceskeyframes when it needs to resample data.Resampling is needed when the interpolation ofthe Maya animation curve cannot be perfectlyrepresented by curves in MotionBuilder,MotionBuilder Professional, and Alias MoCap.Maya FBX Plug-in Guide14ImportBegins the import process.CancelCloses the FBX Importer window, withoutperforming any action.

2 Importing and ExportingWhat’s supported in the Maya FBX plug-inThe Maya FBX plug-in supports the following Maya functionalities: Maya Point, Orient, Scale, Parent, Chain IK, Aim and Characterconstraints Full Body IK NURBS and Polygons Skeletons Cluster deformations, Smooth and Rigid bindings User attributes File texturesTexture mapping is converted as UV Maps. Texture placement androtation is supported. Pivots LightsIntensity value, animation, as well as color value and animation issupported. CamerasSqueeze ratio, Near and Far plane values, Aperture width, Height,FOV, and Focus Length. Simple materialsPhong type materials are supported. Blend Shape deformationsMaya FBX Plug-in Guide15

2 Importing and ExportingSupported, provided that the target is not deleted. Blend Shapechannels must already have at least one key set when an .fbx fileis merged back. Blend shape weights are ignored on export, andare not changed on import.NoteThe Maya FBX plug-in only supports Blend Shapesthat have a “Deformation Order” that is upstream,that is, Before, FrontOfChain or Default.What’s not supported in the Maya FBX pluginThe Maya FBX plug-in does not support the following Maya features: Procedural textures Trims or NURBS Booleans DeformersDeformers other than clusters, or Smooth or Rigid binding, are notsupported. Subdivs CurvesCurves show up as nulls (locators) in MotionBuilder, MotionBuilderProfessional, and Alias OnLine. Expressions, Driven Keys and Constraints. GroupsYou can instead parent the geometries. Use File Textures and Polygon projectionsBake (Hypergraph Convert to File Textures) any proceduraltextures (Grid, Ramp, and so on) that have a UV rotation (Place 2Dtexture node).Maya FBX Plug-in Guide16

2 Importing and ExportingIn MotionBuilder, MotionBuilder Professional, and Alias OnLine, theUV rotation has a corner pivot instead of Maya’s center pivot.What’s newThe following section contains the new features, bug fixes, and knownlimitations for this version of the Maya FBX plug-in:New features String attributes are supported and saved. The appear as FBX LISTtypes and becomes a list that contains a single element whenimported back into Maya. You can now save .fbx files in ASCII format by selecting the Exportin ASCII format option in the FBX Export dialog box.Bug fixes A problem with reading and writing to and from Network drives onWindows 32-bit systems with the \ server . file path format(where server is the name of the remote machine beingaccessed) has been corrected. Problems with exporting skin whenever smooth operators arefound have been eliminated. The smoothness settings are set to 0so the saved skin information and the imported mesh areconsistent. Files containing deformed meshes that are modified by a smoothoperator can now be imported properly. This lets you import older.fbx files saved with a previous versions of the Maya FBX plug-in. Normals on skinned objects can now be exported properly. A problem with blendshapes that causes models with hard edgesto deform incorrectly in MotionBuilder has been fixed.Maya FBX Plug-in Guide17

2 Importing and Exporting You can now correctly transfer the candidate of the Parent-Childconstraint. The rest position set in the constraint now sets theposition of the object instead of the position of the object at thecurrent time when you export the scene.NoteThis is used only when the constrained object isnot animated, and the RestEnable value isactivated for the constraint in Maya.Known limitationsThis section lists the known limitations of the Maya FBX plug-in: Scaling and rotation on clusters may not behave as expected. Maya constraints that have prefixes in their names do not exportcorrectly. Try to remove the prefix of any Maya constraints. The Visibility FCurve adjusts itself to contain a value of only 0 or 1.Also the FCurve is converted to Constant (step) interpolation.Therefore, any value above 0 is considered as 1 (visible) and anyvalue below or equal 0 is considered 0 (invisible).When exporting, if the Tangent type is Slow or Fast, the Maya FBXplug-in resamples FCurves. They are also resampled if theOutTangent is Linear and the InTangent is different, or theOutTangent is Flat, Smooth, or Fixed and the InTangent is not Flat,Smooth or Fixed. Nurbs display precision is supported and exported as StepU andStepV parameters in MotionBuilder, MotionBuilder Professional,and Alias OnLine. Both U and V are assigned the same value; asin Maya, its value is unique. Values of the Precision parametersare clamped to a maximum of 15 (the software’s limit).NoteMaya FBX Plug-in Guide18When importing, the larger value between StepUand StepV is used.

2 Importing and Exporting When Shape objects (used in the Blend Shape) have the samename as other objects in the scene, the name-clashing solver canbehave erratically. Avoid this by using different names for models. Maya's Ambient lights are not supported and are exported as Nullobjects. Area lights are exported as a Point lights. The Maya FBX plug-in is only capable of processing upstreamBlend Shape deformers, for example, the Default, Front of Chain,and Before modes. MotionBuilder Animation Layers are not supported in Maya. You cannot redirect animation from one character to another(known as “character retargeting” in MotionBuilder,) in Maya. Full Body IK does not respect joint limits. The renaming strategy is used for two scenarios, multipleinstances with the same name, and Upper/Lower case conflicts.Multiple instances that have the same name:In this case, a symbolic code is used. The Maya FBX plug-in can readolder files, although it no longer writes them this way.The new suffix is then: ncl1 X (where X is the instance number).Upper/lower case conflicts.In this case, the suffix is more complex as it has to keep track ofwhich character was/is upper/lower case so it can convert it back onimport/merge.The following suffixes are used to indicate the case:Indicates case:ncl2Marks characters that were originally upper case and havebecome lower case:ulXXXXMaya FBX Plug-in Guide19

2 Importing and ExportingMarks characters that were originally lower case and havebecome upper case:luXXXXWhere XXXX is an integer number that represents the characterposition in the string (bitwise). For example, ul5 indicates that thefirst and third characters in the string have been changed from upperto lower case. A suffix can be made of the combination of ul and lusub-suffixes.Maya FBX Plug-in Guide20

3Maya MEL ScriptingThis section contains scripts required for scripting with Maya MELcommands.All of the Maya FBX plug-in's MEL commands begin with the FBX prefix.When error conditions are encountered, they will display errormessages in the Script Editor window. The MEL commands that areregistered by the Maya FBX plug-in are listed in the Plug-in Managerinformation dialog box.NoteTo use the following MEL commands, the MayaFBX plug-in must be installed on your computer.FBXExport -f [filename]Exports the specified file. If FBXExportShowUI is True, the Export dialogbox is shown.FBXExportShowUI -v [true false]TrueDisplays the Export dialog box each time user clicks File Export oruses the FBXExport MEL command.FalseNever displays the Export dialog box. The only way to have the Exportdialog box displayed again is to set this flag to “True” by using thisMEL command or by checking the appropriate check box in the Batchdialog box.Maya FBX Plug-in Guide21

3 Maya MEL ScriptingFBXExportHardEdges -v [true false]TrueDuplicates all vertices in the scene's meshes for each polygonconnected to them. The vertices’ normals are set accordingly,depending on whether they are connected to a hard or smooth edge.NoteThis function allows MotionBuilder to display hardedges.If two vertices are located exactly at the same position, a warning isissued, as this causes unpredictable results whenFBXImportHardEdges is set to True.FBXExportConstraint (-v true false)Causes all the constraints defined in the Maya scene to be ignored bythe exporting process, and excluded from the .fbx file.FBXExportCharacter (-v true false)Causes the export of Character definition in the Maya scene to beexcluded from the .fbx file.NoteMaya FBX Plug-in Guide22This option is only available in the Maya FBX Plugin for Maya 7.

3 Maya MEL ScriptingFBXExportApplyConstantKeyReducer -v[true false]TrueFilters FBX animation FCurves through a Constant Key reducer. Thiseliminates constant keys on a FCurve and helps to reduce the size ofresampled FCurves, especially Scale.FalseSetting this command to False ensures that the animation data is notfiltered.FBXExportEmbeddedTextures -v [true false]TrueSaves all textures in the FBX file. This command performs the sameaction as the Embed Textures option in the FBX Exporter window.FBXImport -f [filename] -t [take index]Imports the specified file. If FBXImportShowUI is True, the Importdialog box is shown.The file imported is the one accessible for take querying after theexecution of the command.FBXImportShowUI -v [true false]Once FBXImportShowUI is set to False, the user interface does notappear until FBXImportShowUI is set to True.There are two possible states:Maya FBX Plug-in Guide23

3 Maya MEL ScriptingTrueShows the Import dialog box each time you click File Import or use theFBXImport MEL command.FalseHides the Import dialog box. The only way to show the Import dialogbox again is to set this flag to “True” with this MEL command or bychecking the corresponding check box in the Batch dialog box.FBXImportHardEdges -v [true false]TrueMerges back all vertices located at the same exact position as aunique vertex. The Maya FBX plug-in then determines if the edgesconnected to each vertex are hard edges or smooth edges, based ontheir normals.Use this function when FBXExportHardEdges is set to True on export.FBXImportConstraint (-v true false)Causes all constraints defined in the .fbx file to be ignored by theimporting process and excluded from the Maya scene.FBXImportCharacter (-v true false)Causes the import of the Character definition in the .fbx file to beexcluded from the Maya scene.NoteMa

Maya FBX Plug-in Guide 1 1 Installation The Maya FBX plug-in is used by Maya to import, export, and convert files using the .fbx file format. This chapter describes how to install the Maya FBX plug-in on Windows , Mac OS X, and Linux systems. The Maya FBX plug-in comes with Maya and is

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FBX file translator FBX file translator The Autodesk FBX translator plug-in allows Autodesk Maya to read and write the latest version of FBX files. FBX allows all types of data to be packaged into one file format that can be used by most of today's 3D authoring software.

The "ConvertUnit" param now works when you export from Max using FBX plugin 2012.1 via MaxScript. Conversion Support The following sections are about how the 3ds Max FBX Plug-in converts 3ds Max objects and their properties. For a detailed report of conversion support for this version, see the 3ds Max Compatibility Chart. The FBX compatibility .

FBX 1020Plus & FBX 2020Plus Mode d’emploi 1 Distribution : Sennheiser France 128 bis, avenue Jean-Jaurès - 94851 Ivry-sur-Seine CEDEX Tél. : 01 49 87 03 00 - Fax : 01 49 87 03 24 - internet : www.sennheiser.fr

The Maya Collapses Mysteries of lost cities ! The Maya environment ! Maya agriculture ! Maya history ! Copan * Complexities of collapses ! Wars and droughts ! Collapse in the southern lowlands ! The Maya message! y now, millions of modern tourists have visited ruins of the ancient Maya civ

Autodesk FBX fosters interoperability between several Autodesk products. The MotionBuilder software product supports FBX natively, while the Autodesk Maya and Autodesk 3ds Max software products include FBX plug-ins. In 1 1

The themes of pilgrimage and welcome are central to The Canterbury Journey. A lasting part of its legacy will be the new free-to-enter Welcome Centre with dedicated community and exhibition spaces and viewing gallery. The journey to our new centre is underway, to open in 2019. A New Welcome In 2017, the face of the Cathedral has changed .