So over the past few nights I've been working on a model preprocessor that takes .FBX models as inputs, and outputs my own model format.
The FBX format is really big, abstract format that has support for everything under the sun, and a several different ways to describe geometry. For this reason, modeling tools have some flexibility when exporting models, and I want to be sure that my preprocessor can handle .fbx files from different modeling packages.
Unfortunately, none of these representations are good for real time rendering. They're great for editing and storing tons of information. The FBX format is not meant to be a "destination" format, but instead an "interchange" format. that you'll usually want to convert into your application's native format before using.
I'm trying to save some work by only interpreting geometry the way that the popular modeling programs actually output it, opposed to implementing all the ways the format supports.
In particular I want to make sure that I'm reading hard edges/smoothing groups correctly
What I need from you guys
I need you guys to send me some .fbx models from different programs. I won't be using them for anything other than testing the tool. They don't have to be fancy or anything, but they should have some of the qualities I describe in the next section.
What I'm looking for in a model
- The model must have been made entirely within your modeling package. if modeled in Max, it needs to be exported in Max, if modeled in Maya, it needs to be exported in Maya. If you create the model in Max, then send it to Maya and export it as .fbx then that won't help me.
- Every mesh in the scene needs to have exactly one UV map, it doesn't have to be a sensible one, but it needs to be there. Even something like a planar projection over the entire mesh will work, it just has to be something.
- Extra scene elements are fine, if you have lights, cameras, animations, embedded textures, whatever, it shouldn't affect my import process.
- When you export your .fbx, look for an option about exporting "tangents" or "bitangents" or "binormals" if you see something like this, then make sure to set it to true. if you find an option like this, make sure to tell me. If you don't see anything like that then don't worry about it, my processor will calculate them automatically, but it's better to get them from the package.
- Preferably, models should have a mix of hard and soft edges (or should have multiple smoothing groups if working in Max) This is not a strict requirement though.
- Multiple meshes are fine, but they need to all follow the rules.
What packages I need (duplicates are fine)
- Any version of Maya
- Any version of Max ---Thanks Jimonions---
- Any version of Blender
- Any version of C4D ---Thanks Kraid---
- older version of Softimage ---Thanks Epifire---
- Any Version of anything else I might have forgotten.
Any help is appreciated :]