Is it just me, or is the FBX horribly confusing?
We need to export animations from Maya or Blender, so I tried FBX and Collada for that. Reading meshes and stuff from these file format's is not a problem, but things get really blurry when it comes to joints, keyframes, et cetera. I gave up on Collada a long time before, and tried FBX, using Autodesk's (bloated) SDK.... With success! Until now...
One of the guys used Inverse Kinematics in his animation. But since I don't know how to handle that, we looked for a way to convert IK back to FK animations. Thus having 0,1 or more keyframes per joint that describe a certain rotation or transformation.
Problem is that I don't know or have Maya, nor some other program that can import animated FBX models. But I guess the "Bake animations" option in Maya's exporter is needed. Don't know if the guy who is exporting the model did strange things, but basically I had 3 different results:
- No FK data (no "eSkeleton" nodes to be found)
- A half animated model. Some of the joints seemed ok, others didn't move at all
- A HUGE (500+ MB) file containing, well, I dunno. Lot's of keyframes or something. Couldn't process it
Apart from that, some models had a mesh, or a bindpose, others didn't. Really @#$%@ annoying that there are so much differences, and none of them worked. Now to the questions:
1- Are there particular DO's and DONT's in Maya and its exporter?
2- Does someone have experience with the FBX SDK?
Maybe I just made a stupid code bug or missed some important bits
3- Is there a free tool where I can view animated FBX files? Just to ensure the file is at least correct.
Tried "Clockstone" and Autodesks own Quicktime viewer(!), but that didn't work well.
4- Isn't there something handier than Collada / FBX?
Even if this succeeds, I'll probably never love them. But apart from Milkshape or outdated Doom MD5 files, I'm not aware of a no-nonsense format that is also supported by Blender/Maya.