Game Development Community

FBX Importer for T3D ?

by Scott Warren · in Torque 3D Professional · 01/20/2013 (11:59 am) · 50 replies

T3D needs an FBX Importer and there is a free FBX Importer SDK at AutoDesk's site for the purpose.


  1. T3D seems to lean towards Autodesk 3dsMax for compatibility.
  2. Most of the Store assets content is in the form of 3dsMax files.
  3. Nearly everything an Indie / Artist would want to get into the engine is viable with FBX. Here is a link to see what is supported with Softimage XSI FBX ( owned by Autodesk ):
  4. softimage.wiki.softimage.com/xsidocs/import_export_xwalk4xsi_SupportedSceneEleme...
  5. I've tested Lightwave FBX export to Unity game engine that supports the FBX import for game assets without any problem.
  6. Importing Collada into the Unity game engine gives me the same error results I see in T3D Object Editor, so clearly their must be something about Collada that just isn't working.
Here is an example of the FBX file imported to Unity:

It simply works. The Iris isn't completed, there are other parts to the entire object and isn't textured yet. But it sure is nice to see my art actually work somewhere, other than the Lightwave editors.

Collada is great for many things in T3D, but it is keeping many people from getting the correct results, dependant on the art software that a person uses.

3dsMax is not the most desirably software for every Indie Developer. With a price tag of more than $4,000 USD, it's even out of reach for many would-be game developers. So why not just include the FBX importer in the source code.
I am personally getting quite frustrated with getting Collada art into T3D with animations.. to the point that even after being around for so many years and dedicated to Torque, I am really considering dropping the entire Torque engine and just use Unity.
But being a (several) license holder for the older varieties of the engine, I'd much prefer to stay with Torque.

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#41
01/29/2013 (2:33 pm)
Scott sounds like you don't have the directx sdk install path set in your visual studio c++ include directory path, so it doesn't know where to look for the header files.
#42
01/29/2013 (3:48 pm)
I know it looks that way. I've been setting it, between DirectX installs I go to recompile and add the Include and Lib paths. Which is why I am baffled, dazed, and confused. I've gone over the instructions for install several times in the past without issue. But recently I've been having problems with missing mscvrXXX.dll files that exist as well.
I'm thinking that while it seems like the wrong paths in the compiler, based on the errors, I might actually have a deeper problem.
This all started to happen after I installed the Autodesk Inventor student edition. My thought is that something in the registry is horribly wrong.

Edit Turn out that my Registry was badly screwed. Continuing onward.
#43
01/30/2013 (1:28 pm)
There is a Collada exporter plugin for the Unity engine that will export from FBX to collada plus the animations. Unity 3d - Free - collada exporter $15. I'm about to use it for some models I need for a TGB project (after passing the exported collada through spriteworks.

Not yet certain how well it works.
#44
01/30/2013 (3:15 pm)
@ John why would u do that ? (spend money on a collada exporter) All of Autodesks' packages should already an built in exporter for collada.

And Scott is trying to get FBX support into Torque.
#45
01/30/2013 (3:57 pm)
@Jimmy I don't have autodesk. I didn't read the full thread. I just caught a post about FBX into Torque. Wasn't aware he had Autodesk. Anyway it would appear that it is sorted and it was only a registry problem.
#46
01/30/2013 (4:18 pm)
@ John duh I misread your post on what you were trying to do.
#47
01/31/2013 (2:43 pm)
OKAY, okay, okay! It's not everything we could want, but hopefully together we can make it better:

www.garagegames.com/community/blogs/view/22153
#48
01/31/2013 (2:51 pm)
Seriously! Thank you, Sir.
#49
01/31/2013 (3:19 pm)
@Chris wow thats really generous! Thank you!
#50
01/31/2013 (3:52 pm)
Well I figured now that GG has gone and released the entire engine, the least I can do is kick in something like this. Hopefully we can beat the kinks out of it before too long and make it really solid.
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