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Home ? Importing Assets ? Blender FBX / Collision : some rules ?

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03/07/2014 21:12:54

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
ukBerty wrote:
Here's what I do....

  • Use ASE with Ziggmesh for importing objects. No matter what anyone says, collision has no use in Muvizu and only causes issues. I would not be able to create anything like as complex sets as I do if I could not remove collision.
  • Use FBX for attached objects. Attached objects have no collision so FBX is fine. Also FBX avoids the inconsistency with reversed faces appearing incorrectly on attached ASE objects but correctly if you import the same ASE object.
  • When building sets or attaching objects always have a second copy of Muvizu open with a blank set as a sandbox. Import/attach objects in this empty set to make sure that Muvizu doesn't crash. Some of my sets can take 10 mins to load so I need to know that Muvizu will tolerate my objects before importing into a live set.


Hope this is of some use....


What He Said


Pretty much what I do as well. Get rid of the collision, and always test your models first. Didn't know about the FBX not having reversed faces when attached, unlike ASEs - good to know, thanks dude
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04/07/2014 09:10:54

WabbyMuvizu mogulExperimental user
Wabby
Posts: 98
Thanks for your help.
I'm really disappointed because I just have bought Muvizu Play+ and I realize that It's really frustrating to use with Blender (especially with the last 2.71) which I have learned since two years, now and because the FBX format is so powerful compared to the limited ASE one (for shading, materials...).
I hope, that there will be a new (free) release for Muvizu...
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04/07/2014 22:01:37

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
hi wabby blender 2.71 works as well as the previous.

when i make collision in blender i just make a small cube so its like the ziggymesh unless there is some practical reason to do otherwise (eg i made floors just flat floors for use with something and it seemed fitting to add collision in this case)

the fbx works fine if you dont add maps if you add maps then you have to do some fiddling. The pivot point issue is something that I see when i use other software and get it into muvizu and its only with the fbx. Theoretically it should work like unreal engines method for setting it but for some reason it doesnt work all the time.

Anyhow i am burnt out creatively now which is why i am so slow to put up any info or make any videos (its also summer and i live in canada and our winters are long and so i am outdoors if i am not working or sleeping in summers) anyhow I will make a video regardless perhaps it will help you figure it out. I can get the map layers to work if i use an autodesk converter after i export it from blender using the binary version which they just added recently. They have not touched the ascii version so it still works as before. (only lets you export diffuse texures)
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09/07/2014 09:35:41

WabbyMuvizu mogulExperimental user
Wabby
Posts: 98
Thank you urbanlamb,

My other difficulty is to have a "correct mesh". Indeed, I have this kind of strange result in Muvizu (picture taken from the wiki) :



I don't understand why, because my model seems to be correct (I have found 2 loosed vertices that I have deleted, triangulate before export, model is far under the limit of 65535...). Keep trying to understand where is the problem.
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09/07/2014 14:16:14

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Wabby, try Cleanup (a free little plug-in for Sketchup that gets rid of unused/broke geometry)
http://extensions.sketchup.com/en/content/cleanup%C2%B3


Otherwise you'll have to split the model up into smaller pieces. Unfortunately that makes it very hard to animate it since you can't do anything with groups, but...it's a start
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09/07/2014 16:34:05

WabbyMuvizu mogulExperimental user
Wabby
Posts: 98
Thank you Ziggy,

Yes, I think I have to try with simpler models or split my pirate ship into several pieces...

EDIT : After some new tests, I managed with the strange result (It's because my model is too complex for only one imported file in Muvizu... it works in several pieces).

And I understand one other thing : your own collision works only if there is ONE object in the model (read more here : http://www.muvizu.com/Wiki/wiki/86/fbx-collision-and-geometry-guide ). If you have two or more objects, Muvizu ignores the UCX mesh.
edited by Wabby on 09/07/2014
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Home ? Importing Assets ? Blender FBX / Collision : some rules ?