Not sure if its possible but I have an animation (.fbx) file in Motionbuilder that I want to import into After Effects so that each bone from in MotionBuilder can be turned into an animated null.
You can import FBX files into Cinema 4D and then use the .c4d scene file in After Effects.
You can import FBX format scene file in After Effects
or convert obj and install 3d element
other tutorial in after effects site
Any chance you can export Motionbuilder data to BVH? If so, the BVH Importer is probably the only way to go to make it work with AE.
Related
I'm wondering if anyone knows if there is a way to import 3ds max models into C++ or OpenGL with it's animation?
One way to do it is to export them to FBX file and then write an FBX parser using the fbx sdk. This way you will extract mesh and other data from the file and send to OpenGL via appropriate API calls. Note that OpenGL is a low level graphics API that doesn't understand file formats or animations out of the box. Animations are especially a tricky part to do.
You can also use Assimpn lib to read a lot of 3D files. Though I am not sure if FBX is supported.
I have a 3-D object I created in blender. I would like to export it from blender and be able to import it into OpenGL. Is there a method or specific file extension recommended for this process?
From Here:
Use obj files. Simple text files that describe a 3d model. Then in opengl load the data into vertex arrays, and display using openGL. There is also window management to take care of.
Try python SDL and/or pygame to get you started.
Here is a link to jump start you:
http://www.pygame.org/wiki/OBJFileLoader
Can I change scene light source (location or brightness)? My scene by XTK is too dark: https://dl.dropbox.com/u/84856120/xtkskull.png
I want like by Paraview
https://dl.dropbox.com/u/84856120/paraviewskull.png
I use .stl file and 'ffffff' color
I had a similar issue and did not really solved it but found a work around.
I had this kind of rendering:
https://dl.dropbox.com/u/13268696/Ugly.png
You can see some of STL files are OK, but one is ugly. It looks like there is no shading, only a big mass. This STL has been generated using blender, and normals seemed to be OK in blender, oriented toward exterior. This phenomenom is not constant, I mean that sometimes STLs from blender are ok. For exemple, the blue one has been generated exclusively by blender.
So, I had opened it using paraview, and "save as" and generated a new STL file.
Now, here is the result:
https://dl.dropbox.com/u/13268696/OK.png
I don't really know what happened during blender export and paraview export, but it is related to STL generation, and not xtk display. Maybe STL import module from xtk? Incorrect interpretation ?
Hope this helps.
Laurent.
I want to create a robot and want to move it in OpenGL. I will create the model in 3DsMax.
I was wondering about importing and moving it in OpenGL.
In which format should I save my file in 3ds Max so that I can import it in OpenGL?
Should I use pivots or save each part of the robot as a seperate file?
Does OpenGL support pivots?
OpenGL has surprisingly little to do with the answer. OpenGL is only used to draw your geometry. It is not a rendering/game engine/scenegraph in itself. Therefore loading a mesh and animating it is something you should take care of, subsequently informing OpenGL what it has to draw.
You can however make your life a bit easier by looking for OpenGL based rendering/game engines/scenegraphs out there that already provide the support you desire. But you'll have to take a look at that yourself. Then export your mesh in whatever suitable format your engine supports. OpenGL itself holds no relevance to whatever file format you wish to use. If you or your engine can deal with it and get all the relevant information out of it, you can use it.
If I have a human body 3d model, that I want to animate walking, what is the best way to achieve this? Here are the possible ways I see this being implemented:
Create several models with the legs in different positions and then interpolate between these models.
Load the model into openGL, and somehow figure which vertices correspond to the legs and perform the appropriate transformations.
Implement a skeleton or armature (similar to this: blender animation wiki).
Technique that you described in the first option is called morph target animation and often used for some detailes of animation like facial animation or maybe opening and closing of hands.
Second option is procedural or physical animation which works something like robotics where you give the body of your character some velocity to move forward and calculate what legs need to do for it to avoid falling. But you wouldn't do it directly on vertices, but on skeleton. See next one.
Third option is skeletal animation which animates skeleton and the vertices follow it by the set of rules. Attaching vertices to skeleton is called skinning.
I suggest that, after getting hang of opengl stuff (viewing and positioning models in space, camera, etc), you start with skeletal animation.
You will need a rigged and animated model for your 3d app of choice. Then you can write an exporter to your custom format or choose a format that you want to read from your app. That file format should contain description of the model, skeleton, skinning and key frames. Than you read and use that data from your code to build the mesh, skeleton and animate over key frames.
If I were you, I'd download Blender from http://www.blender.org and work through some animation tutorials. For example, this one:
http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation
Having done that, you can then export your model and animations using e.g. the Ogre exporter. I think this is the latest version, but check to make sure:
http://www.ogre3d.org/tikiwiki/Blender+Exporter&structure=Tools
From there, you just need to write the C++ code to load everything in, interpolate between keyframes, etc. I have code I can show you for this if you're interested.