*.fbx Format Support?

*.fbx Format Support?

Postby BigVern » Sat Nov 28, 2015 9:05 am

Please refer to P15 of this thread at TS...

http://www.trainsim.com/vbts/showthread ... velopment!!

If it looks as though fbx is the general format used to create stuff for UE4 basd games, it is pretty much essential that Crafter supports it, if it doesn't already (I'm still on Canvas 7.xxx, so can't check).

Can anyone on here with contacts at Amablis maybe put forward the suggestion/question?
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Re: *.fbx Format Support?

Postby briyeo » Sat Nov 28, 2015 2:38 pm

This is the list of export formats from the Amabilis website.

POV
RenderMan (rib)
3D Studio (3ds)
DirectX (x)
MS Train Simulator (s)
3D Studio (asc)
AutoCAD (dxf)
BVE (csv)
Collada (dae)
Imagine (iob)
Lightscape (lp)
LightWave (lwo)
Maya (ma)
Open Inventor (iv)
Quicktime 3D (3dmf)
Rail3D (stk/stc/sig)
Rail Simulator (igs/ia)
Raw Triangles (raw)
RealiMation 4.1 (rbs)
RenderWare (rwx)
Softimage 3.5 (xsi)
SteroeLithography (stl)
Trainz
Railroad Sim. (im)
trueSpace (cob)
TurboSilver (ts)
VideoScape (geo)
VRML (wrl)
Wavefront (obj)
WorldToolKit (nff)
X3D
XGL
ZGL
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Re: *.fbx Format Support?

Postby BigVern » Sat Nov 28, 2015 6:40 pm

Doesn't look like it is currently supported, then.

So it looks like once the programmes that require fbx files emerge, Amablis may need to be approached with a view to including that as an export version, subject to whatever licensing is required.
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Re: *.fbx Format Support?

Postby AndiS » Mon Nov 30, 2015 1:16 am

Either that or people will need to look at alternative pathways. Blender seems to export .fbx. For the finer parts of material definitions, you will want to use the Unreal World Editor or whatever it is named, as that has the full set of advanced features.

As for the current RW, there will be a wide spectrum from simple scenery where you just do some unavoidable ritual to kick the textured mesh over and assign some simple shader in the process to engines where you work hard on the optimisation of the various material features. UE4 comes with tools for that. But you don't need to worry about them for mid-range scenery.
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Re: *.fbx Format Support?

Postby BigVern » Mon Nov 30, 2015 3:18 am

These days I mainly use 3D modelling for custom station signs, at least where TS20xx is concerned as we never did get the re-nameable variety. I'm sure even my feeble brain can master that in Blender!

For MSTS I have got TSM working and currently re-teaching myself the various processes.
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