Shade3D Help (Contents)

FBX Import

Select File > Import > FBX... to open the FBX Import Settings.

FBX Import Settings

FBX Import

Coordinate Transformation Group
Scale
Specify a numerical value to scale when importing a model.
Invert Buttons
Click the X, Y or Z button to invert the coordinate axis values of the import object.
Swap Buttons
Click the XY, YZ or ZX buttons to exchange the current axis values of the import object to the new value.
Reset button
Undo coordinate transformation changes made to Scale, Invert or Swap of the import object.
Coordinates Settings
Use Shade3D Scene Unit
Specifies metric units used on FBX import.
When selected and if scene units are embedded in the FBX file, metric units within the FBX file are converted to millimeters (mm) within Shade3D.
If not selected, or if the scene units within the FBX file are disabled, the default metric of centimeters (cm) are used. Within Shade3D itself, metrics are multiplied by 10 to work with the default millimeters of Shade3D.
Geometry Settings
Flip Face When Minus Scale
If the transformation matrix of imported parts or joints contain a minus scale value, polygon faces are flipped.
When checked, all imported parts and joints with a minus scale value will turn on the Flip Face checkbox automatically.
When unchecked, they are remain unchanged.
If used with Unity, QuickTime, 3ds Max, or Maya then select for import. If used with 3DXChange/iClone, then leave it unchecked.
Import Vertex Normals
Import vertex normals from the FBX file.
Import Vertex Color
When selected, vertex color information is imported.
Material Settings
External Reference Image Pop Up Menu
Select from Import to Scene or Keep External Reference to determine how texture maps are imported into the scene.
If the texture map itself is not embedded into the FBX file, the texture map exists in the form of an external reference.
Select Import to Scene if you want to import the texture map into your Shade3D file.
Select Keep External Reference if you want to preserve the external file reference within the Shade3D scene file and not import the actual texture map.
Auto Convert Alpha Image into Transparency
When selected, alpha transparency is automatically applied to mapping.
Skin & Skeleton Options
Import Skin Data
If selected, polygon mesh vertices that have skin weight values are imported.
The imported data is stored in the Vertex Blend system.
Objects to Import
Select which types of objects to import from the FBX file: cameras, lights, or animation layers.

FBX Import Specifications

Object Import Specifications

All FBX structures including Skeleton, Null, Marker, Mesh, Nurbs, Patch, Camera and Light are recognized by Shade3D. The FBX file name becomes the default name of the object in Shade3D.

FBX Objects Shade3D Objects Notes
Skeleton Bone Joint  
Null Part  
Marker Not Supported  
Mesh Polygon Mesh  
Nurbs/Patch Polygon Mesh Read in and converted to a Polygon Mesh.
Camera Object Camera Loads if Camera was selected in export options.
Light Point Light, Spot Light, Directional Light, Distribution Light Loads if Light was selected in export options.

The FBX file format optionally supposes a Vertex Cache as a separate .mc file.
This type of Vertex Cache is not supported by Shade3D.

Polygon Mesh Import Specifications

The following applies when importing polygon meshes:

Importing the FBX Hierarchy of Polygon Meshes

In an FBX file, you can create an FBX hierarchy consisting only of a polygon mesh.
In this case, when importing into Shade3D, create a hierarchical part named polygonname_part (the polygon mesh name, an underscore, then the word part), then place the polygon mesh into that part.

Importing Camera Data

To import Camera data from an FBX file, from the FBX Import Dialog Box, in the Import Objects Group, select Camera.

Note Importing FBX Camera data does not include any camera animation.

Importing Light Data

To import Light data from an FBX file, on the FBX Import Dialog Box, from the Import Objects Group select Light. The light is translates to the equivalent Point Light, Spot Light, Directional Light or Distribution Light as defined in the FBX file.
If there is an FBX light named shade_distantlight present, then the light source is imported as a Distribution Light.

Note Importing FBX Light data does not include any light animation.

Importing Image Data

Images stored with an FBX file are loaded into your scene as a Master Image, including those that are not referenced from an object.
The file name of the image is the same as that of the Master Image.
If you set the External Reference Image pop up menu to Keep External Reference, then all image files will be treated as external referenced images.

Locating an image file used by an FBX file uses the following search methodology:

  1. Locate based on the absolute of the texture as described in the FBX file
  2. Locate based on a relative path (using the FBX file as a reference point) of the texture to the FBX file
  3. Locate within the same directory as the FBX file
  4. Locate within a directory with the same name as the FBX file

When the image file is not found, then the File Not Found dialog appears.

Click Choose... to open a file dialog to locate the file.
Click Verify and Continue confirm the selected file from the path to continue the process.
Click Ignore to skip the missing image file; click Ignore All to skip all missing image files.
If the image file cannot be found, then an error message appears in the Message Window with the relative path of the file information.

  File Not Found - Textures/xxx.png


If a file exists in a designated path but in a format that is not supported by Shade3D (such as PICT), an 8 x 8 white image is inserted as a substitute.

Importing Materials

Material information contained within an FBX file is loaded into Shade3D as a Master Surface, including any that are not specifically referenced.
Material names within the FBX will be assigned to the equivalents within Shade3D. Supported materials and Surface Attributes are listed below.

Read in as basic attributes of the surface material
FBX Shade3D
Diffuse Diffuse (Color, Value)
Specular Specular (Color, Value)
Shininess Specular Size
Transparent Transparency (Color, Value)
Reflection Reflection (Color, Value)
Ambient Ambient (Color, Value)
Emmisive Glow (Color, Value)
Read in as image maps within Shade3D
FBX Shade3D
Diffuse Image - Diffuse
Specular Image - Specular
Reflection Image - Reflection
Transparent Image - Transparency
Bump Image - Bump
NormalMap Image - Normal Map

When importing for mapping, one image is supported for each attribute.
When Shade3D imports FBX files, it can include texture data (and associated UV settings), including material tiling and horizontal/vertical orientation information. For example, an FBX file includes UV coordinate settings of (-2, 3) is interpreted by Shade3D as follows:
The U is a negative value, so the flip horizontal is set to ON.
The V is a positive value, so the flip vertical is set to OFF.
Material tiling is (-2, 3), meaning the material is repeated 2 times on the U coordinates and 3 times on the V coordinates, with any decimal value rounded off; negative or positive values do not otherwise affect material tiling.
While the FBX format can include UV coordinate information such as Rotate and Offset, Shade3D supports Repeat Image (material tiling) only.
Image mapping on import has the Smooth option applied by default, as modified by Surface Tab > Mapping > Image Tab > Smooth checkbox.

When transparency is assigned to a mapped image, Shade3D treats transparency with transparency applied as the color becomes closer, or blends to white; the FBX format applies transparency as the color becomes closer to black.
When importing with transparency into Shade3D, select the Invert option to invert the color of the mapping.

Importing Animation Layers

An FBX file can have multiple animation layers within their Animation Stack.
When these are available, the Animation Import dialog appears.

If from the FBX Import Dialog Import Objects Group you select the Motion checkbox, animation data imports if present.
An FBX file can contain multiple animation timelines. You can select one to import from the FBX file.

The Animation Import dialog does not appear if the Motion checkbox is unselected in the FBX Import Dialog.
When there is only one Animation Stack, the Animation Stack is imported without the Animation Import dialog appearing.

Loading Animation

FBX supports motion curves of Move, Rotate and Scale. Animation is key frame based.
Animation itself can be imported using two different methodologies in Shade3D.

FBX Importer Message Window

When Shade3D finishes importing an FBX file, a the Message Window appears.

Item Contents
import The full path name of the FBX file you import
application name The application used to save the FBX file
application vendor Name of the vendor of the application used
title Title of the FBX file
subject Subject information
comment Comment information
author Author or Creator information
keywords Keyword information
revision Version information
fbx version Version information of the FBX format
shapes Number of polygon meshes
materials Number of Master Surfaces
textures Number of Master Images
cameras Number of Cameras
lights Number of Lights
animation Animation Stack Name

If the image specified within the FBX file cannot be found, the relative path of the external reference is displayed in the Message Window as below:

  File Not Found - Textures/xxx.png

Important Notes Regarding FBX Import


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