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<title>Forum - Importing Assets - FBX UDK editor stuff. - Messages</title>
<link>http://www.muvizu.com/Forum/topic3115-fbx-udk-editor-stuff.aspx</link>
<description>Forum - Importing Assets - FBX UDK editor stuff. - Messages</description>
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<pubDate>Mon, 25 Jul 2016 18:44:53 GMT</pubDate>
<lastBuildDate>Mon, 25 Jul 2016 18:44:53 GMT</lastBuildDate>
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<link>http://www.muvizu.com/Forum/topic3115-fbx-udk-editor-stuff.aspx</link>
<title>Message from christian_clavet</title>
<description><![CDATA[Be careful about converting your mesh in .3DS format, you will lose the smoothing on the model. If your model look "blocky" in Muvizu, it will be because of that. <br/> I will never recommend using 3DXchange Pipeline, since Muzivu will only need to import static models.  <br/>  <br/> Curvy is nice, and I could recommend Ultimate Unwrap to do the work (using it for conversion only) <a href="http://www.unwrap3d.com/u3d/index.aspx" target="_blank" rel="nofollow">http://www.unwrap3d.com/u3d/index.aspx</a> <br/> This tool can convert with tons of formats (even from some game engines), and export directly in FBX. It support the latest version of FBX. And it cost 1/10 of the cost 3DXChange Pipeline.]]></description>
<pubDate>Mon, 25 Jul 2016 18:44:53 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[Ha. I'm such an idiot. I'd yet to grasp that .set is the Muvizu extension and not .project or .muvz <br/>  <br/> I also imagined that the free assets were more of an environment content pack like a backdrop rather than a full project. <br/>  <br/> Is there a Hall of Shame page where I can ask such asinine questions in the future? <br/>  <br/> Thanks for not instantly revoking my forum access.]]></description>
<pubDate>Thu, 12 Nov 2015 15:52:28 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[From within Muvizu, wouldn't you just go File --&gt; Open?]]></description>
<pubDate>Thu, 12 Nov 2015 10:59:08 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>Farscaper</b> wrote:<br/><div class='quote'>Thanks for the great info I found while looking for the answer to what will seem quite stupid I'm sure. I do wish I could have found the answer searching so as to avoid this humiliation. <br/>  <br/> For the life of me I can't see how to import the .set files from the content store. I've downloaded them but can't see the tab in Muvizu for importing anything but .ase or .fbx <br/>  <br/> I can't just click on them because it seems that my Canvas drawing program uses that extension as well. </div> <br/> Can you right click--&gt;open with--&gt;Muvizu?]]></description>
<pubDate>Thu, 12 Nov 2015 07:23:06 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[Thanks for the great info I found while looking for the answer to what will seem quite stupid I'm sure. I do wish I could have found the answer searching so as to avoid this humiliation. <br/>  <br/> For the life of me I can't see how to import the .set files from the content store. I've downloaded them but can't see the tab in Muvizu for importing anything but .ase or .fbx <br/>  <br/> I can't just click on them because it seems that my Canvas drawing program uses that extension as well.]]></description>
<pubDate>Thu, 12 Nov 2015 00:45:20 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[That's a good idea too and since open source software changes]]></description>
<pubDate>Sat, 24 Oct 2015 19:49:51 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[that one is new, but document stuff so next time you can just open up the file on your pc and go from there.    This way you can avoid asking the question more then once because honestly. I dont know what I said/did last time.]]></description>
<pubDate>Sat, 24 Oct 2015 19:06:38 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[Thanks Urbanlamb,good ideas, yes I will do that and rewatch your videos 😁]]></description>
<pubDate>Sat, 24 Oct 2015 17:12:21 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[render? you want to export so I am unsure what your doing.    <br/>  <br/> You can convert a 3ds file to an fbx file I made a video as well on it very similar but also about collision  <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/GoX82MHy6PQ?rel=0" frameborder="0" allowfullscreen></iframe></div> <br/>  <br/> also check out the wiki there is information in there as well <a href="http://muvizu.com/Wiki" target="_blank" rel="nofollow">http://muvizu.com/Wiki</a> <br/>  <br/> Once you figure out how to do it I would suggest writing it down and saving the information on your pc if your using something like this sporadically put in notepad all the information including links to things you used for future use so that your not trying to solve the problem from scratch each time. <br/> <em>edited by urbanlamb on 24/10/2015</em>]]></description>
<pubDate>Sat, 24 Oct 2015 16:31:03 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>I use windows 10 and I have no compatability issues with it.    ?  And the version of fbx you use is 6.1 not 7.4 there are two converters now.  Use the 6.1.   Make sure you have tried the right version of fbx there are eleventy seventy million versions.  However Muvizu's FBX format is the same as its always been. <br/>  <br/>  <br/> there is a 32 bit and 64bit version of the blender make sure you install the right one. <br/> edited by urbanlamb on 24/10/2015 </div> <br/>  <br/> I was able to get it to render an fbx from a 3ds file but couldn't get the image to export w/it. it rendered though(I haven't used blender in so long I forgot wth I'm doing, and now its a new version. I was trying to get a kitchen knife with texture into muvizu but it's becoming more difficult than I imagined. a year ago I was learning it but then 6 months ago had technical issues til just recently now back at it struggling lol.]]></description>
<pubDate>Sat, 24 Oct 2015 02:45:46 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[I use windows 10 and I have no compatability issues with it.    ?  And the version of fbx you use is 6.1 not 7.4 there are two converters now.  Use the 6.1.   Make sure you have tried the right version of fbx there are eleventy seventy million versions.  However Muvizu's FBX format is the same as its always been. <br/>  <br/>  <br/> there is a 32 bit and 64bit version of the blender make sure you install the right one. <br/> <em>edited by urbanlamb on 24/10/2015</em>]]></description>
<pubDate>Sat, 24 Oct 2015 00:44:06 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[I just downloaded the New Blender 2.76 which is compatible for Windows 10, and as usual w/Blender whenever I spend anuy time away from it, I forgot whatever I figured out the last time or learned etc...my friends have this issue as well, but they unlike me are using it daily now and progressing. <br/>  Anyway, I discovered the old Ascii FXB format is no longer compatible for Blender only Binary FXB or something? I tried importing older fxb files into blender, (and into muvizu) and NO success in blender, little in Muvizu...]]></description>
<pubDate>Fri, 23 Oct 2015 23:48:20 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[Urban, oddly I think I'm understanding this a bit more just from your help! Yes, I need to research more about this and you've helped alot w/that info so Thanks alot! - 8) <br/>  <br/> <b>urbanlamb</b> wrote:<br/><div class='quote'>yes the loc/rot is because unreal 3 had some intersting ways of interpreting info and its only needed if your importing FBX formated files ASE does not suffer from this.    <br/>  <br/> You should just need to worry about the origin of the model which sets the pivot point of the model and collision mesh which obeys unreal engine parameters but again these are all game engine things one learns.     <br/>  <br/> These are all mechanics that are not limited to unreal but are present in all of these game engines so once you learn it with one engine you learn it for the rest.      The modelling you learn in blender will be identical in maya or 3dsmax or any other 3d program the only difference is the blender user interface.      And once your getting into FBX you start to need to understand some of the principles of things otherwise you will never learn and retain the information. <br/>  <br/> Any issues I have seen people have all have related to understanding what a material is or a uv map is or collision or some other basic modelling principle.   <img src="images/smilies/smile.gif" border=0 /> <br/> edited by urbanlamb on 19/03/2015 </div> <br/> <em>edited by EEFilmz on 20/03/2015</em>]]></description>
<pubDate>Fri, 20 Mar 2015 18:14:13 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[yes the loc/rot is because unreal 3 had some intersting ways of interpreting info and its only needed if your importing FBX formated files ASE does not suffer from this.    <br/>  <br/> You should just need to worry about the origin of the model which sets the pivot point of the model and collision mesh which obeys unreal engine parameters but again these are all game engine things one learns.     <br/>  <br/> These are all mechanics that are not limited to unreal but are present in all of these game engines so once you learn it with one engine you learn it for the rest.      The modelling you learn in blender will be identical in maya or 3dsmax or any other 3d program the only difference is the blender user interface.      And once your getting into FBX you start to need to understand some of the principles of things otherwise you will never learn and retain the information. <br/>  <br/> Any issues I have seen people have all have related to understanding what a material is or a uv map is or collision or some other basic modelling principle.   <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by urbanlamb on 19/03/2015</em>]]></description>
<pubDate>Thu, 19 Mar 2015 20:04:57 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[Thanks Everybody!!!...  <br/>  <br/> Danimal I wish I had that problem of objects too imported are large? Mine are importing smaller when in fact they import at all lol. <br/>  <br/> Ziggy Thanks I will check all those out (some again), I think you have to register/signup onsite some if not all I think... <br/>  <br/> Drew found that option in Blender thanks! <br/>  <br/> Urban so that "location issue" is an UNREAL issue not a Blender issue? Thank You! <br/>  <br/> And anyone else if I missed ya...You Muvizuers rock!]]></description>
<pubDate>Thu, 19 Mar 2015 05:05:55 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[EEF, I get my free models from (in order of preference) : <br/>  <br/> Google 3D Warehouse <br/> Archive3D.net <br/> Turbosquid <br/> ShareCG.com <br/> Renderosity <br/>  <br/> When I have a model that isn't ASE (i.e. 99% of them) then I use a free little program called Biturn to covert them into 3DS files so I can import them into Sketchup, and then out to ASE.  Doesn't always work doing it like that, and sometimes I use Daz (also free) to import the files to then export as 3DS or FBX directly (Daz is okay with FBX files, mostly).  Even if you're not interested in the posing aspects of the Daz program, it's a very handy resource to have because it allows you access to file types Sketchup won't even look at.  Urban's right though, you have to study a bit no matter what you try to do <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Wed, 18 Mar 2015 18:24:23 GMT</pubDate>
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<title>Message from drewi</title>
<description><![CDATA[@ eefilmz ..just to say you can emulate 3 button mouse in blender via file-preferences-input.<img src="images/smilies/wink.gif" border=0 /> <br/> <em>edited by drewi on 18/03/2015</em>]]></description>
<pubDate>Wed, 18 Mar 2015 09:54:25 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[I didnt make videos on this stuff because its all over youtube its all generic info that applies to unreal and applies to any 3d software package and is not really specific to muvizu.   <br/>  <br/> for loc/rot/scale this is something you learn its not needed with most things unless they are animated and contain a skeleton,  but unreal is persnickity  <br/>  <br/> so just apply loc/rot   make sure its at the center of the scene at 0.0.0 and it should all be good.  If its still not working apply scale but this is not usually needed.   <br/>  <br/> <a href="http://i.imgur.com/KCxxBPE.png" target="_blank"><img src="http://i.imgur.com/KCxxBPE.png" border="0"></a> <br/>  <br/>  <br/>  <br/> the rest is in the muvizu wiki which is here  <br/>  <br/> <a href="http://muvizu.com/Wiki" target="_blank" rel="nofollow">http://muvizu.com/Wiki</a> <br/> <em>edited by urbanlamb on 18/03/2015</em>]]></description>
<pubDate>Wed, 18 Mar 2015 04:43:50 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[HI Ziggy! Yeah I wish I could and tried avoiding that at first adn started with modeling and converting successfully to .ASE no problem, until I started downloading here and there and had problems with Sketchup models, and some other freebies I found, but I am not really sure of a GOOD place to get other models from, I don't wanna pay for em cuz I'm cheap like that I'd rather learn to do it lol, but in the meantime I need free stuff and those models weren't downloadable as .ASE's so I tried .FXB etc etc...heck even some sketchup models were turing up incomplete or weird after downloading/importing..I hate to seem like sucha amateur since I've been using Muvizu for so long I was skating by not needing models as much(BEFORE) Muvizu had this last AWESOME update allowing me to finally have the capability to create what I've wated to do since the beginning! wow! Now only if I could do it ALL!..IF Blender was half as user friendly as Muvizu is I'd have this thing underway fullspeed ahead... lol  Thanks Ziggy! <br/>  <br/> .ASE's but then I wanted to <b>ziggy72</b> wrote:<br/><div class='quote'>EEF, I feel your pain.  This is why I don't usually use FBX files, and just stick to plain old ASEs out of Sketchup.  I can't get on with blender either, because I don't know what it's doing under the wall of text.  Unless you really need something to be shiny, I'd just avoid the whole FBX thing altogether.  Sorry, that's not helping much I know, but it's what I did to save my sanity, so it might save yours <img src="images/smilies/smile.gif" border=0 /> </div>]]></description>
<pubDate>Wed, 18 Mar 2015 02:58:04 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[Thanks Urban, but that's the thing I have been looking things up so much it's eating up my energy adn time to actually do it...I start foolin w/Blender and my brain explodes...what you said about setting the origin of the model etc I found that out the other day when I had to actually modify a model I previously successfully got into Muvizu, and when I reedited it, somehow I moved it from the center of x,y,z in blender during fixing it(which I had to look up how to do) when I reimported it into muvizu my settings for the attachment were way off now! so I scratched my head went back reset the origin in Blender and BAM thuat was it job well done. It was after I did that I thought I was getting the hang of something at least in Blender and messing with other models and not even seeing my fxb imports in muvizu i thought it was bug in the update but i guess not...I just do not know fxb so i tried every way to import adn some things work but not that great but I suspect I need to do as you say with setting things up first... <br/> SOrry to be a pain but Do you have any links to your help videos and the wiki about that? I may have saw something on both but like I said I've been reading up on ALOT lately (I'm trying to grasp 5 different programs at once on top of this confusion: Cyberlink Powerdirector Suite3=4 right there, Curvy3D(Easy to start using at least), Blender(should be called BrainTwister NOT to mention I don't have a 3 button mouse! UGH), Sketchup again, and of course my favorite toy Muvizu... of course these are all things I'm utilizing or will be within this month) Thanks again Urban you rock!  <br/>  <br/> (<b>urbanlamb</b> wrote:<br/><div class='quote'>You kinda need to understand what is going on to learn a lot of this stuff unfortunately you need to learn how the basics unreal works and what is meant by collission and how to add it.     There is a wiki you might want to read that unfortunately it might sound like greek if you haven't spent time to learn the underlying stuff.   <br/>  <br/> It sounds like collission and  where your origin is set because when it comes to fbx since its used for holding animation information you need to set the location, rotation and scale of the thing.    You will need to look up info on blender and unreal engine if your using this stuff.    (well really when working with any software) I posted some videos awhile back from youtube on an explanation of how to set up the loc/rot/scale they are generic videos but this is what you need to do.    (add collission such that muvizu recognizes it and set loc/rot/scale of the objects and put the origin in a logical place for the object your working with)  <br/>  <br/> I really can't teach this beyond telling people what to look up because most problems revolve around understanding the mechanics of it all.  <br/>  <br/> Sorry <img src="images/smilies/upset.gif" border=0 />  <br/>  <br/> Its not really hard once you learn it but it does have a curve to it. </div>]]></description>
<pubDate>Wed, 18 Mar 2015 02:46:57 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[You kinda need to understand what is going on to learn a lot of this stuff unfortunately you need to learn how the basics unreal works and what is meant by collission and how to add it.     There is a wiki you might want to read that unfortunately it might sound like greek if you haven't spent time to learn the underlying stuff.   <br/>  <br/> It sounds like collission and  where your origin is set because when it comes to fbx since its used for holding animation information you need to set the location, rotation and scale of the thing.    You will need to look up info on blender and unreal engine if your using this stuff.    (well really when working with any software) I posted some videos awhile back from youtube on an explanation of how to set up the loc/rot/scale they are generic videos but this is what you need to do.    (add collission such that muvizu recognizes it and set loc/rot/scale of the objects and put the origin in a logical place for the object your working with)  <br/>  <br/> I really can't teach this beyond telling people what to look up because most problems revolve around understanding the mechanics of it all.  <br/>  <br/> Sorry <img src="images/smilies/upset.gif" border=0 />  <br/>  <br/> Its not really hard once you learn it but it does have a curve to it.]]></description>
<pubDate>Tue, 17 Mar 2015 23:03:02 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[EEF, I feel your pain.  This is why I don't usually use FBX files, and just stick to plain old ASEs out of Sketchup.  I can't get on with blender either, because I don't know what it's doing under the wall of text.  Unless you really need something to be shiny, I'd just avoid the whole FBX thing altogether.  Sorry, that's not helping much I know, but it's what I did to save my sanity, so it might save yours <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 17 Mar 2015 20:14:16 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[Lately, I have been expirementing and now just overwhelmed w/confusion (because I don't have full knowledge of 3d modeling/exporting/importing yet) using 3d objects downloaded from the internet(whereever I can find free), sketchup/3d warehouse, attempting modeling .obj's using Curvy3D, then also using Blender for exporting to either .ase or .fxb, and trying to learn this stuff and Well, I'm so confused here again and am mentally tired of trying to figure out/learn, and remember this stuff...Blender is what my brain got MIXed up into trying to understand Blender! I cannot figure out why I am having so many issues with .FXB objects into Muvizu either correctly so they don't bounce around and fall through the floor, and sometimes they don't import at all, and then when it worked I saved the sets adn the favs and they everything disappeared completely. I have had successes with .ase files though,  <br/> but I truly wish Muvizu swould create some updated VIDEO tutorials on all this stuff... <br/>  <br/> Any Help or tips is appreciated as I am a noob when it comes to 3d imports... <br/>  <br/>  <br/> Thanks for any advice in advance! 8)]]></description>
<pubDate>Tue, 17 Mar 2015 19:57:12 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[HELP! I messed with something now I lost the the option in Blender to Export to .ASE!!  <br/>  <br/> UPDATE: - Oops I found the Fix...I accidentally messed w/the default settings so I had to reEnable that plug in and save as default so it'll load everytime! whew! almost panicked lol <br/> <em>edited by EEFilmz on 12/03/2015</em>]]></description>
<pubDate>Thu, 12 Mar 2015 14:04:00 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[I've only attached a few items and in every case the object I imported was HUGE so I had to go back and scale it down several times until it finally looked about right, then used Muvizu's scale tools to finish the job.  I used Sketchup for these and admittedly am far from an expert in 3D objects or importing.  I hope someone else can chime in with a suggestion.]]></description>
<pubDate>Tue, 03 Mar 2015 11:00:58 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[Thanks Urban right now I am playing with a 30 day free trial of an extremely artist/muvizu/blender friendly 3d modeler called Curvy 3D, which I probably am going to buy because blender is gonna require alot to learn it, but I'm modeling in Curvy, exporting Obj. files into blender, exporting as .ase or .fxb (not too sure what the difference is) but now that we have a new muvizu update and I am using new muvizu+ I can just use fxb as you suggested. 8) btw first time I tried it my models went into muvizu smooth like butter no problem. <br/>  <br/> <b>urbanlamb</b> wrote:<br/><div class='quote'>blender has a new fbx version it was created when unreal 4 was released i can't remember now if it works with muvizu but you can get the autodesk free app converter and run it through that to change to fbx 2012 or 2011 .. which is what muvizu uses.. I think its 2011 but it might be 2012.. again I can't remember <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> but there is no need (assuming you are using play +) to use ase format for anything any longer  <br/>  <br/> you need ASE for muvizu free version though. </div> <br/> edited by EEFilmz on 03/03/2015 <br/> <em>edited by EEFilmz on 03/03/2015</em>]]></description>
<pubDate>Tue, 03 Mar 2015 07:41:25 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3115-fbx-udk-editor-stuff.aspx</link>
<title>Message from EEFilmz</title>
<description><![CDATA[Thanks a bunch Danimal! that helped me alot! now I finally got sleep and found I have another dilemma: ...Now the onoly thing I'm wondering is about s the sizing thing, I made 2 versions of a model and (when I just import them as objects seperate from a character one I made much larger(taller) than the character & the other is close to his size) the thing I wonder about is this: when I do the "attachment" method to try adn fit it over the character the one that was much larger is now unfortunately alot smaller than the original model so i cannot fit that one, but the other model that was  loser to the character size is still close to the same size as it was but even that was I notice they were both kind of downsized close to the height of the character is about the max i can set the size when used as an attachment...in order for the one model to fit right it has to be much larger than the character so how do I do this? is there some way to either retain the size of the model when attaching? or are we stuck with using models not much taller than the character? or am I  not understanding something correctly? any ideas?<b>Danimal</b> wrote:<br/><div class='quote'><b>EEFilmz</b> wrote:<br/><div class='quote'>how do I "attach" items to characters? </div> <br/> It's done through the character edit section.  If you want the gun in the character's right hand, you'd edit the right hand of the character.  Along with the regular attachments, the first option will now be a sort of box-like icon.  That's the one that lets you import an attachment to the hand. <br/>  <br/> It's not done by sticking the object to the character, but by making it an actual part of the character.  Hope this helps! </div>]]></description>
<pubDate>Tue, 03 Mar 2015 07:35:40 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[THanks Berty I got it now thanks!...Now the onoly thing I'm wondering is about s the sizing thing, I made 2 versions of a model and (when I just import them as objects seperate from a character one I made much larger(taller) than the character & the other is close to his size) the thing I wonder about is this: when I do the "attachment" method to try adn fit it over the character the one that was much larger is now unfortunately alot smaller than the original model so i cannot fit that one, but the other model that was  loser to the character size is still close to the same size as it was but even that was I notice they were both kind of downsized close to the height of the character is about the max i can set the size when used as an attachment...in order for the one model to fit right it has to be much larger than the character so how do I do this? is there some way to either retain the size of the model when attaching? or are we stuck with using models not much taller than the character? or am I  not understanding something correctly? any ideas? mostly I used the .ase files but i tried fxb - same results. <br/>  <br/>  <b>ukBerty</b> wrote:<br/><div class='quote'>EEFilmz - You can attach imported objects to characters using Play Plus. You can use FBX or ASE files. <br/>  <br/> You pick which point you wish to attach so you could create a suit of armour and attach it to his chest. After a bit (OK, hours and hours) of adjustment you could position it so it looks convincing.  <br/>  <br/> The trouble is with movement - the armour will move with his chest, so his legs and arms will keep poking out of it and the whole thing will look weird. <br/>  <br/> I have one character that I have done something like this for and let's just say he's not as mobile as he used to be (in fact I've cut him out of one scene completely as he's now too much of a pain). </div>]]></description>
<pubDate>Tue, 03 Mar 2015 07:33:22 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[blender has a new fbx version it was created when unreal 4 was released i can't remember now if it works with muvizu but you can get the autodesk free app converter and run it through that to change to fbx 2012 or 2011 .. which is what muvizu uses.. I think its 2011 but it might be 2012.. again I can't remember <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> but there is no need (assuming you are using play +) to use ase format for anything any longer  <br/>  <br/> you need ASE for muvizu free version though.]]></description>
<pubDate>Tue, 03 Mar 2015 03:48:27 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>EEFilmz</b> wrote:<br/><div class='quote'>how do I "attach" items to characters? </div> <br/> It's done through the character edit section.  If you want the gun in the character's right hand, you'd edit the right hand of the character.  Along with the regular attachments, the first option will now be a sort of box-like icon.  That's the one that lets you import an attachment to the hand. <br/>  <br/> It's not done by sticking the object to the character, but by making it an actual part of the character.  Hope this helps!]]></description>
<pubDate>Mon, 02 Mar 2015 23:01:05 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[ok just updated & upgraded and have a gun in scene and a character - how do I "attach" items to characters? I know stupid question but I haven't had any sleep...please help lol]]></description>
<pubDate>Mon, 02 Mar 2015 22:52:05 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[EEFilmz - You can attach imported objects to characters using Play Plus. You can use FBX or ASE files. <br/>  <br/> You pick which point you wish to attach so you could create a suit of armour and attach it to his chest. After a bit (OK, hours and hours) of adjustment you could position it so it looks convincing.  <br/>  <br/> The trouble is with movement - the armour will move with his chest, so his legs and arms will keep poking out of it and the whole thing will look weird. <br/>  <br/> I have one character that I have done something like this for and let's just say he's not as mobile as he used to be (in fact I've cut him out of one scene completely as he's now too much of a pain).]]></description>
<pubDate>Mon, 02 Mar 2015 10:19:06 GMT</pubDate>
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<title>Message from EEFilmz</title>
<description><![CDATA[I was very easily able to create in another program a 3d object, export it as .fxb into blender then export as .ase and import into Muvizu pretty easily first time awesome; I tried it using a 30 day trial version of Curvy3D which I intend to buy as I am learning it now and it is great for artists learning 3d modeling and not ready for blender full on yet!  <br/>  <br/> I'm hoping something will be in the muvizu update that will allow more 3d objects/attachments etc I'm a noob when it comes to doing this part of 3d but I'm learning, unfortunately my hands go extremely numb/pain now w/my peripheral neuropoathy which is more frustrating than ever: I agree with above statement "the less clicks the better". <br/>  <br/>  <br/> THE QUESTION IS: I'd like to know if there's ANY way to attach an imported 3d object to a muvizu character (like over his body)?  <br/>  <br/>  <br/> or possibly modify existing muvizu attachments outside of muvizu then reimport as something else? (unless this is a not possible, plausable, or not allowed by muvizu)???  <br/>  <br/>  <br/> please reopen the asset gallery 8)]]></description>
<pubDate>Mon, 02 Mar 2015 07:11:28 GMT</pubDate>
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<title>Message from snoopylino</title>
<description><![CDATA[urbanlanp - as you probably right - but it would be great to have the pipeline - which would facilitate the work. but it's true the pipeline is too expensive. So I'm learning more diligently, step by step blender to make it right :-) <br/> have a nice day <br/>  <br/>  <br/> <b>urbanlamb</b> wrote:<br/><div class='quote'>snoopy I would not spend money on this if your using blender because the obj format export from 3dxechange into the autodesk converter will result in the removal of any of the maps etc so your wasting your money.    You will end up with an object that is identical to if you exported from blender to muvizu.  The only benefit of having this exchange is to finish the work on the object.    <br/>  <br/> blender -&gt; muvizu will result in the same thing <br/>  <br/> The purpose of the unreal fbx export options are to keep the information intact for muvizu to interpret and if there is no unreal support in the pro version then save your money unless you have intention to use the 3Dexchange for iclone movies. </div>]]></description>
<pubDate>Sat, 30 Nov 2013 09:15:05 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[snoopy I would not spend money on this if your using blender because the obj format export from 3dxechange into the autodesk converter will result in the removal of any of the maps etc so your wasting your money.    You will end up with an object that is identical to if you exported from blender to muvizu.  The only benefit of having this exchange is to finish the work on the object.    <br/>  <br/> blender -&gt; muvizu will result in the same thing <br/>  <br/> The purpose of the unreal fbx export options are to keep the information intact for muvizu to interpret and if there is no unreal support in the pro version then save your money unless you have intention to use the 3Dexchange for iclone movies.]]></description>
<pubDate>Fri, 29 Nov 2013 15:46:09 GMT</pubDate>
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<title>Message from snoopylino</title>
<description><![CDATA[hi toonarama ;-) <br/> yes I know - thanks for the note - I wanted to test whether the pipeline version is better times - but you're right - maybe I should use the pro version to 3dxhange and fbxconverter also. is very expensive, the pipeline;-( <br/> thank you very much <br/>  <br/> <b>toonarama</b> wrote:<br/><div class='quote'>Snoopylino -also be aware of the limitations of the trial version (see below) and it is worth knowing that the cheaper pro version of 3dxchange allows you to export OBJ files which can then be converted into FBX files using the free autodesk converter. <br/>  <br/> Can only export 15 times and If you export 1 character with 3 motions  in one FBX file, you will spend 4 export times <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>  <br/> edited by toonarama on 29/11/2013 </div>]]></description>
<pubDate>Fri, 29 Nov 2013 11:25:09 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[Snoopylino -also be aware of the limitations of the trial version (see below) and it is worth knowing that the cheaper pro version of 3dxchange allows you to export OBJ files which can then be converted into FBX files using the free autodesk converter. <br/>  <br/> Can only export 15 times and If you export 1 character with 3 motions  in one FBX file, you will spend 4 export times <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>  <br/>                             <br/>  <br/>  <br/>  <br/> <em>edited by toonarama on 29/11/2013</em>]]></description>
<pubDate>Fri, 29 Nov 2013 10:31:22 GMT</pubDate>
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<title>Message from snoopylino</title>
<description><![CDATA[hi staff - Thanks for the answer - I'll check now time ;-) <br/> <b>Jamie</b> wrote:<br/><div class='quote'>Hi snoopylino, <br/>  <br/> The error message you are getting means that your fbx contains something that is not licenced for Muvizu:Play+ (to state the obvious <img src="images/smilies/smile.gif" border=0 /> ) <br/>  <br/> FBX can contain a lot of different type of things, such as lights, characters, animations and cameras. Muvizu:Play+ only supports static mesh objects for import. Most 3D modelling packages will include things like lights and cameras in the scene by default and FBX will, by default export these as well. In blender there is an option to export 'only the selected items' so you can select the model you want and only export that. Have a look in your FBX exporter and see if there is a similar option but if not take a closer look at the scene and try to delete anything except the object you want to export. </div>]]></description>
<pubDate>Fri, 29 Nov 2013 10:12:49 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[Hi snoopylino, <br/>  <br/> The error message you are getting means that your fbx contains something that is not licenced for Muvizu:Play+ (to state the obvious <img src="images/smilies/smile.gif" border=0 /> ) <br/>  <br/> FBX can contain a lot of different type of things, such as lights, characters, animations and cameras. Muvizu:Play+ only supports static mesh objects for import. Most 3D modelling packages will include things like lights and cameras in the scene by default and FBX will, by default export these as well. In blender there is an option to export 'only the selected items' so you can select the model you want and only export that. Have a look in your FBX exporter and see if there is a similar option but if not take a closer look at the scene and try to delete anything except the object you want to export.]]></description>
<pubDate>Fri, 29 Nov 2013 09:46:02 GMT</pubDate>
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<title>Message from snoopylino</title>
<description><![CDATA[hello, <br/> I've got a problem - I use the pipeline (trial version) and when I want to import the fbx file in Muvizu this message appears <br/>  <br/> the function you want to use now is not licensed for this version <br/> what I'm doing wrong. is it the export settings of the pipeline? <br/> wanted to try the pipeline. but it does not help me with this error <br/>  <br/> a tutorial would be really great urbanlamp<img src="images/smilies/smile.gif" border=0 /> <br/>  <br/>  <br/> <b>urbanlamb</b> wrote:<br/><div class='quote'>Its not hit and miss for me I have been using it exclusively in fact every asset on the gallery has been run through the exporter in Iclone I hesitate to create a tutorial on this  because its promoting iclone and so I dont know if muvizu would want it on their site, but I would imagine the pro version would work I upgraded to pipeline so can't say for sure as I do a lot of game engine stuff and its got excellent integration for both unreal and unity even if you use maya or 3dsmax its actually faster to run the exports through here for unreal engine etc.    <br/>  <br/> I can create a tutorial but it would be for the pipeline version I think they removed this from the other versions its a very powerful tool so I would not be surprised if its not limited to pipeline  <br/>  <br/> basically use the unreal configuration and remove the merge opacity from alpha channels (you want that to stay intact) uncheck the support for the skeletons and animations it will throw and exception error at this point as the meshes should be without this and leave it on cm unless you want  a massive object. <br/>  <br/> You can then add all missing maps etc and export you will have to build collision into the model first using your 3d modelling software and have everything properly mapped out and ready to accept the maps.     <br/>  <br/> I have found the pipeline works flawlessly for muvizu, unreal, unity and anything else I tried.   <br/>  <br/> Anyhow if i get time I will create a tutorial but it will not be in the wiki or uploaded via muvizu it will be on my channel only and I guess I can put a link on the forum but since iclone is a competitor I dont think it would be accepted here (logically I would say no as well if i were to moderate it so <img src="images/smilies/smile.gif" border=0 /> ) <br/>  <br/>  <br/> also if your experiencing issues its likely on the muvizu end I have found zero issues from the exporter end they have all been something that relates to muvizu however on my last set of assets I made I found any bugs gone from muvizu so it should work 99.9999% of the time however you need to worry about the integrity of the model and understand the udk collission etc in order to set the model up correctly <br/> edited by urbanlamb on 28/11/2013 </div>]]></description>
<pubDate>Fri, 29 Nov 2013 09:34:24 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[Its not hit and miss for me I have been using it exclusively in fact every asset on the gallery has been run through the exporter in Iclone I hesitate to create a tutorial on this  because its promoting iclone and so I dont know if muvizu would want it on their site, but I would imagine the pro version would work I upgraded to pipeline so can't say for sure as I do a lot of game engine stuff and its got excellent integration for both unreal and unity even if you use maya or 3dsmax its actually faster to run the exports through here for unreal engine etc.    <br/>  <br/> I can create a tutorial but it would be for the pipeline version I think they removed this from the other versions its a very powerful tool so I would not be surprised if its not limited to pipeline  <br/>  <br/> basically use the unreal configuration and remove the merge opacity from alpha channels (you want that to stay intact) uncheck the support for the skeletons and animations it will throw and exception error at this point as the meshes should be without this and leave it on cm unless you want  a massive object. <br/>  <br/> You can then add all missing maps etc and export you will have to build collision into the model first using your 3d modelling software and have everything properly mapped out and ready to accept the maps.     <br/>  <br/> I have found the pipeline works flawlessly for muvizu, unreal, unity and anything else I tried.   <br/>  <br/> Anyhow if i get time I will create a tutorial but it will not be in the wiki or uploaded via muvizu it will be on my channel only and I guess I can put a link on the forum but since iclone is a competitor I dont think it would be accepted here (logically I would say no as well if i were to moderate it so <img src="images/smilies/smile.gif" border=0 /> ) <br/>  <br/>  <br/> also if your experiencing issues its likely on the muvizu end I have found zero issues from the exporter end they have all been something that relates to muvizu however on my last set of assets I made I found any bugs gone from muvizu so it should work 99.9999% of the time however you need to worry about the integrity of the model and understand the udk collission etc in order to set the model up correctly <br/> <em>edited by urbanlamb on 28/11/2013</em>]]></description>
<pubDate>Thu, 28 Nov 2013 18:56:35 GMT</pubDate>
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<title>Message from larrygj</title>
<description><![CDATA[<b>gimmick</b> wrote:<br/><div class='quote'>Unfortunately, only the Pipeline version makes exports in FBX <br/>  <br/> <a href="http://www.reallusion.com/iclone/3dx/3dx_matrix.aspx" target="_blank" rel="nofollow">http://www.reallusion.com/iclone/3dx/3dx_matrix.aspx</a> </div> <br/>  <br/>  I have the trial version of this software, and it seems to be a hit and miss operation as far as exporting FBX files usable in Muvizu. This whole subject matter  <br/> is rather confusing to me. Does Muvizu take in only binary FBX Files, or can it do ASCII as well? Are there file size limitations? Do the default  <br/> settings in the Pipeline version need to be tweaked for Muvizu? Right now this whole FPX import feature seems awfully buggy to me.]]></description>
<pubDate>Wed, 27 Nov 2013 21:06:35 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[just to show what I am speaking of here is a screenshot of what I was speaking of the udk settings to allow import of maps there are limited ways this is part of the fbx import that is left out in any "free" or "freeish" option I have found. To get maps layers onto the material on the ways I mentioned in the initial post are the only way (for the moment)  <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/examplefbxfile_zpsd51111c2.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/examplefbxfile_zpsd51111c2.png" border="0"></a> <br/> <em>edited by urbanlamb on 22/10/2013</em>]]></description>
<pubDate>Tue, 22 Oct 2013 23:38:41 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>primaveranz</b> wrote:<br/><div class='quote'><b>urbanlamb</b> wrote:<br/><div class='quote'> <br/>  <br/> I found it to be a nasty piece of software which i wont use .. </div> <br/>  <br/> Lol! Yes, like all software it requires a certain degree of application but personally I have found it <u>much </u>more intuitive and easier to use than Blender and better at low polygon modelling so - you takes your choice.  <img src="images/smilies/wink.gif" border=0 /> </div> <br/>  <br/>  <br/> Unfortunately I have not found anything "freeish" to add all the maps this is where they make their monies as the UDK applications all of them all assume that your going directly into unreal engine to add the maps the only cheaper alternative to spending 3-5k I have found is the iclone exchange which is why I mentioned it well unless you want to go through the fbx file and write in the names.    This is the only workshop type deal that goes both ways so its a great tool.   Muvizu pro is working under the assumption you have access to 3dsmax which of course add the map layers because unreal decided to cater to 3dsmax which has a monopoly on this ability.   If you read all the unreal infos they refer to max all the time even their unit of measurement is based off of 3dsmax scale.    In any event I like my normal maps and opacity maps and spec maps but its possible to turn on the material abilities without using the pipeline its just 'way prettier' if you run it through an application that will allow you to add maps.     <br/>  <br/> I was just trying to find an automated process that would allow this function without manually editing the files in notepad or some such stuffs. Anyhow I satisfied myself last night that in fact (for the moment) there is no way.    <br/>  <br/> There are noises about working to add maps with the fbx abilities in blender but that is a whole other set of buttons and their software has hit a design wall and can't progress further until they fix their UI.     <br/>  <br/> At the end of the day there is an old bag with carpel tunnel syndrome from all the clicking over the years trying to find a way not to click if possible <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Tue, 22 Oct 2013 22:59:29 GMT</pubDate>
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<title>Message from primaveranz</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'> <br/>  <br/> I found it to be a nasty piece of software which i wont use .. </div> <br/>  <br/> Lol! Yes, like all software it requires a certain degree of application but personally I have found it <u>much </u>more intuitive and easier to use than Blender and better at low polygon modelling so - you takes your choice.  <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Tue, 22 Oct 2013 22:14:04 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>primaveranz</b> wrote:<br/><div class='quote'><b>mrjoyce</b> wrote:<br/><div class='quote'>Thanks, will look into it </div> <br/>  <br/> Hi Mike, Milkshape 3D will export in FBX format <img src="images/smilies/wink.gif" border=0 /> </div> <br/>  <br/>  <br/> yes here is the link <a href="http://milkshape3d.com/" target="_blank" rel="nofollow">http://milkshape3d.com/</a>  <br/>  <br/> I found it to be a nasty piece of software which i wont use its actually harder to use visually then blender even which is a stretch.   It will do basic exports similar to blender it wont add all the map layers or collision but if you prefer milkshape to blender your free to try.   If you have access to blender and know how to export then basically your doing what milkshape does. <br/> <em>edited by urbanlamb on 22/10/2013</em>]]></description>
<pubDate>Tue, 22 Oct 2013 21:44:53 GMT</pubDate>
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<title>Message from primaveranz</title>
<description><![CDATA[<b>mrjoyce</b> wrote:<br/><div class='quote'>Thanks, will look into it </div> <br/>  <br/> Hi Mike, Milkshape 3D will export in FBX format <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Tue, 22 Oct 2013 21:29:22 GMT</pubDate>
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<title>Message from gimmick</title>
<description><![CDATA[Unfortunately, only the Pipeline version makes exports in FBX <br/>  <br/> <a href="http://www.reallusion.com/iclone/3dx/3dx_matrix.aspx" target="_blank" rel="nofollow">http://www.reallusion.com/iclone/3dx/3dx_matrix.aspx</a>]]></description>
<pubDate>Tue, 22 Oct 2013 21:18:44 GMT</pubDate>
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<title>Message from mrjoyce</title>
<description><![CDATA[Thanks, will look into it]]></description>
<pubDate>Tue, 22 Oct 2013 17:48:02 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3115-fbx-udk-editor-stuff.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[<b>mrjoyce</b> wrote:<br/><div class='quote'><span style="color:rgb(34, 34, 34)"><div class='quote'>Now for those wanting the easy way out (my prefered way I try to reduce button clicking to a dull roar) the cheapest and most flawless solution I found that had a price tag attached unfortunately its the iclone3D exchange if you use blender and that your good to go as they have in fact installed a very good unreal engine exporter (based off the dev tools of course)  </div></span> <br/> <span style="color:rgb(34, 34, 34)"> <br/> </span> <br/> <span style="color:#222222">I have an old version of iclone 3D exchange 2.  Will this work or do I need a newer version?</span> <br/> Thanks </div> <br/>  <br/>  <br/> I have the pipeline version i dont know if this will work with the pro version you will have to try to export something to find out.  3dexchange is setting itself up to be a work horse for file conversions its a wonderful tool no matter what your engine choice.  I am pretty sure you need the pipleline version now its hard to tell from the info if they allow fbx mesh only export with the pro version or not.  You will definately need to upgrade your present version from 2 to 5 though <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by urbanlamb on 22/10/2013</em>]]></description>
<pubDate>Tue, 22 Oct 2013 17:30:52 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3115-fbx-udk-editor-stuff.aspx</link>
<title>Message from mrjoyce</title>
<description><![CDATA[<span style="color:rgb(34, 34, 34)"><div class='quote'>Now for those wanting the easy way out (my prefered way I try to reduce button clicking to a dull roar) the cheapest and most flawless solution I found that had a price tag attached unfortunately its the iclone3D exchange if you use blender and that your good to go as they have in fact installed a very good unreal engine exporter (based off the dev tools of course)  </div></span> <br/> <span style="color:rgb(34, 34, 34)"> <br/> </span> <br/> <span style="color:#222222">I have an old version of iclone 3D exchange 2.  Will this work or do I need a newer version?</span> <br/> Thanks]]></description>
<pubDate>Tue, 22 Oct 2013 17:24:30 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3115-fbx-udk-editor-stuff.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[I thought I would add this.  I am avoiding the wiki for the moment but I found this info when digging through the udk forums to decide if someone made some more udk type stuff in relation to blender (I like to avoid multiple softwares if possible) <br/>  <br/> anyhow i found this list of tutorials on how to use the UDK editor it explains the basics of how materials work anyhow for those looking for "free" this will offer a solution although its rather um convoluted if you can learn to filter out the bits that you dont need to use and just focus and mesh, materials and textures you can do this.   <br/>  <br/> <a href="http://waylon-art.com/LearningUnreal/" target="_blank" rel="nofollow">http://waylon-art.com/LearningUnreal/</a> <br/>  <br/>  <br/> Now for those wanting the easy way out (my prefered way I try to reduce button clicking to a dull roar) the cheapest and most flawless solution I found that had a price tag attached unfortunately its the iclone3D exchange if you use blender and that your good to go as they have in fact installed a very good unreal engine exporter (based off the dev tools of course)  <br/>  <br/> Anyhow this is two ways one with a price tag and one without.   Again at the moment nothing i do inside blender allows for direct export of meshes with their accompanying set of maps and I have found no info to say that this is possible yet either.  However you can turn on the material options easily inside blender.    Its just the accompanyimg maps that get left behind :/ <br/>  <br/> I have found this info on how to manually edit the file for the fbx export to add normal maps in blender <br/> <a href="http://xboxforums.create.msdn.com/forums/t/27447.aspx" target="_blank" rel="nofollow">http://xboxforums.create.msdn.com/forums/t/27447.aspx</a> <br/>  <br/> Anyhow for now unless some more work is done on the fbx exporter about the only thing that can be done is the material properties be activated. <br/> <em>edited by urbanlamb on 22/10/2013</em>]]></description>
<pubDate>Mon, 21 Oct 2013 23:37:09 GMT</pubDate>
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