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FBX Mesh Importer At Runtime

Discussion in 'Works In Progress' started by carlossarria00, Feb 26, 2014.

?

Why do you need an fbx importer at runtime if you can use unity editor or simply use AssetBundles?

  1. Customize models at runtime

    27.9%
  2. Exchange models on fly

    44.8%
  3. Visualize

    14.4%
  4. It's better than have to recompile the project

    12.1%
  5. I don't need it

    0.8%
  1. carlossarria00

    carlossarria00

    Joined:
    Feb 25, 2014
    Posts:
    108
    Hi CWolf:

    It's very interesting your own Collada runtime importer. Does it map correctly uv coords?
     
  2. carlossarria00

    carlossarria00

    Joined:
    Feb 25, 2014
    Posts:
    108
    slimshader: very soon
     
  3. carlossarria00

    carlossarria00

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    Feb 25, 2014
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    @_Beyond_: Binary format is not supported yet but it will be delivered in an improved release having the posibility to import binary files from Blender.
    UVmap is imported correctly as examples above
     
  4. carlossarria00

    carlossarria00

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    Feb 25, 2014
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    @sz Bit Barons: of course I will release this work in progress. I'm waiting for all tests work fine in expected platforms
     
  5. carlossarria00

    carlossarria00

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    Hahaha, How much? :cool:
     
  6. carlossarria00

    carlossarria00

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    Waiting for all tests work fine in expected platforms
     
  7. CommunityUS

    CommunityUS

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    Sep 2, 2011
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    Do you plan to release multiple versions a Unity 4.5.5, Unity 4.6+, Unity 5? I recommend, not all of us have switched to Unity 5.
     
  8. CWolf

    CWolf

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    Oct 24, 2011
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    Yep =). Still need to implement skeletons, skinned meshes and a refactor of the animation import code - but it's getting there for our purposes (runtime models for modding).
     
  9. SunnySunshine

    SunnySunshine

    Joined:
    May 18, 2009
    Posts:
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    That sounds amazing!

    Basically what I'm looking for right now is a runtime import tool that supports:

    1. Meshes
    2. Skeletons
    3. Skinning
    4. UVs
    5. Blend shapes

    I know collada supports all this, and I know Unity is working on to enable blend shapes being added at runtime. So the conditions exist for this to happen!

    Also @carlossarria00, very much looking forward to seeing your tool in action. Will it support blend shapes?
     
  10. carlossarria00

    carlossarria00

    Joined:
    Feb 25, 2014
    Posts:
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    Hi @SunnySunshine:

    Skinning and Blend shapes is not supported yet for this release. But I'm working on that
     
  11. carlossarria00

    carlossarria00

    Joined:
    Feb 25, 2014
    Posts:
    108

    Attached Files:

  12. Orion_78

    Orion_78

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    Feb 13, 2014
    Posts:
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    Hey, any news, release ?

    I would need it ;)
     
  13. Orion_78

    Orion_78

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    Feb 13, 2014
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    By the way, are you working on animation too ?

    I would like to import new models and animations at runtime... is it even possible ?

    Thanks ;)
     
  14. carlossarria00

    carlossarria00

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    Feb 25, 2014
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    Orion_78

    In fact, TRS animation is already availables
     
  15. Orion_78

    Orion_78

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    Feb 13, 2014
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    Ok... maybe I look dumy but... where ?

    Is it that one : https://www.assetstore.unity3d.com/en/#!/content/12757

    If it is, could you update it so it works with Unity 64 bit please ? (at least, the trial version doesn't)
     
    Last edited: Oct 23, 2015
  16. carlossarria00

    carlossarria00

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    @Orion_78
    In fact, it is working now in unity 5.2.0f3. If we try compiling project for Win (X64). It runs!
     
  17. Dover8

    Dover8

    Joined:
    Aug 20, 2010
    Posts:
    92
    Hi, is this working for both iOS and Android? I'm looking to develop an app where all the models would be stored on the cloud and imported at runtime when they are needed.
     
  18. carlossarria00

    carlossarria00

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    Feb 25, 2014
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    Hi Diver8
    In the fisrt page of this thread there is a example for webplayer. You can load fbx models stored in a folder. It works for Android and iOS. Just wait for definitive features
     
  19. asmboom

    asmboom

    Joined:
    May 22, 2013
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    Hi! You are testing on webgl? It is working correctly?
     
  20. carlossarria00

    carlossarria00

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    Feb 25, 2014
    Posts:
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    Hi asmboom

    Yes, I do. FBX files are loaded at runtime
     
    Last edited: Dec 11, 2015
  21. CrazyTegger

    CrazyTegger

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    Feb 15, 2015
    Posts:
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    When can we get a release? I am very interested in using this product asap.
     
    carlossarria00 likes this.
  22. carlossarria00

    carlossarria00

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    Feb 25, 2014
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    @CrazyTegger, Just two week
     
    Bartolomeus755 likes this.
  23. CrazyTegger

    CrazyTegger

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    Feb 15, 2015
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    It's been almost 3 weeks - status?
     
  24. carlossarria00

    carlossarria00

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    Hi Crazy Tegger

    Pending Review by The Asset Store Team
     
  25. CrazyTegger

    CrazyTegger

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    Feb 15, 2015
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    57
  26. Kingtem

    Kingtem

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    Jun 19, 2011
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  27. GuillaumeZAHRA

    GuillaumeZAHRA

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    Bump ! Interested by your release too !
     
  28. carlossarria00

    carlossarria00

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    Feb 25, 2014
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    Hi Kingtem:

    I have beed trying to submit the asset for aproval and they ask me some conditions to be accepted
     
    Kingtem and GuillaumeZAHRA like this.
  29. GuillaumeZAHRA

    GuillaumeZAHRA

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    Jan 5, 2013
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    Hello Carlossarria00 !

    What will be the price of your Asset ?
     
  30. RFLG

    RFLG

    Joined:
    Feb 7, 2011
    Posts:
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    Hi, I tried your demo with some of our models and it return this: FBX SDK binary format is not supported yet

    Will the final version work with those? How can I test your tool?

    Thanks :)
     
  31. amanukya

    amanukya

    Joined:
    Oct 29, 2014
    Posts:
    1
    Hi,

    Is FBX importer available in asset store ? We've similiar requirement and need to load FBX file dynamically.
     
  32. gurayg

    gurayg

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    Nov 28, 2013
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    Congrats!
    Looks like it is available now!
    https://www.assetstore.unity3d.com/en/#!/content/51704

    It says:
    "Lights, cameras, splines and animations importation."

    Does that mean, it supports animations but only for those types.
    If so, do you have plans to support skinned animations as well?
     
  33. phil-harvey

    phil-harvey

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    Aug 27, 2014
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    Does this include Skinned animations?
     
    carlossarria00 likes this.
  34. carlossarria00

    carlossarria00

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    Feb 25, 2014
    Posts:
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    Hi phil.harvey

    No, not yet. In this release only MeshFilter component and TRS animations
     
  35. carlossarria00

    carlossarria00

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    Feb 25, 2014
    Posts:
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    Last edited: Feb 17, 2016
    Marcos-Elias and alexandresk like this.
  36. Bartolomeus755

    Bartolomeus755

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    Does it work with Unity 5 Personal Edition?

    Marko
     
  37. carlossarria00

    carlossarria00

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    Yes, it works
     
  38. Bartolomeus755

    Bartolomeus755

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    Jun 20, 2013
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    Great news...purchased now. Thank you Carlossarria00.

    Marko
     
    carlossarria00 likes this.
  39. phil-harvey

    phil-harvey

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    Aug 27, 2014
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    When do you expect skinned animations to come? Anyway is a great step forward.
     
    bugmagnet likes this.
  40. rushikesh988

    rushikesh988

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    Dec 15, 2015
    Posts:
    1
    Hi Carlossarria00,

    This is very nice asset. I have downloaded demo APK file tried it on my android phone and it seems like it is running very smooth with the models which you have provided. However I am not able to load FBX files which I created myself using 3DS Max and Blender (Exported separately in both ASCCI and Binary format for testing).

    Is there any specific way/software in which we are suppose to export the models in FBX files? Anything which I am suppose to select/deselect/put value while exporting it.

    I have also Attached/uploaded I am testing FBX in case you need.

    Alternate links for the same is :
    https://drive.google.com/folderview?id=0B_8aj_u2d82iZnUtMy1RbXdvQnM&usp=sharing


    Thanks
     

    Attached Files:

    Last edited: Feb 23, 2016
  41. Traeume_Leben

    Traeume_Leben

    Joined:
    Feb 23, 2016
    Posts:
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    Hello Carlossarria00,

    i am waiting for a long time for your release.
    Would it be possible to test the importer?
    I have some Files that are sometimes in large scale and over 100 MB in size and they may have 100000 polygons.
    Their coordinates are sometimes X,Y=10000 units, 10000 units
    I have already tested your demo few months ago but i couldn´t get any results.
    Would it be possible to test the sample data in your final build and how?

    Thank you very much in advance!
     
    Last edited: Feb 23, 2016
  42. carlossarria00

    carlossarria00

    Joined:
    Feb 25, 2014
    Posts:
    108
    Hi Taeume:Leben

    I'm so sorry that big files containing large scale models don't load. You should take in accout that is a really (maybe) huge file to be read. Remember that FBX importer at runtime is thought for games application where you need to load models as soon as posible. Also, it must be run in mobile devices.
    Although the release is in asset store now (https://www.assetstore.unity3d.com/en/#!/content/51704) I work hard to improve the time of load, also I'm working with skinned mesh. Generally, improve the algorithms. Binary format as well.

    For me, when a I want to load medieum or large scene, I import models in separated files, loding them by polling.. If this says something to you by now it would be great.

    Carlos!!!
     
  43. carlossarria00

    carlossarria00

    Joined:
    Feb 25, 2014
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    Hi rushikesh988

    Here, I give you a link demo updated for your testing. Yes, it works only for ASCCI importation by now. I work hard to improve the time of load, also I'm working with skinned mesh. Generally, improve the algorithms. Binary format as well.

    UnFBX - Demo (Win, Android)
     
  44. Traeume_Leben

    Traeume_Leben

    Joined:
    Feb 23, 2016
    Posts:
    2
    Hi Carlossarria00,

    to separate the large files for import is something that i would like not to do, or in my case it should be handled by unity itself.
    This is often a simple geometry but in the large scale. The unloading during the runtime should be handled too. is this possible via your asset?.

    Could i send you two files for testing purpose?
     
  45. gurayg

    gurayg

    Joined:
    Nov 28, 2013
    Posts:
    232
    @carlossarria00

    I've tried your latest demo with the fbx files from "Resources\models" folder of the demo.
    Looks like demo doesn't like uppercase file extensions.
    "Rock_ASCII_SDK2013_3DSMAX.FBX" worked after I renamed it to"Rock_ASCII_SDK2013_3DSMAX.fbx"

    "cube_ascii_Ver6_1_Blender.fbx" says "Success" but it doesn't show anything on screen. Probably places the object out of camera view.

    Hope "Binary format" and "skinned" support is going well.
     
  46. carlossarria00

    carlossarria00

    Joined:
    Feb 25, 2014
    Posts:
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    Hi @Traeume_Leben

    Yes, of course, send me your 100MB file for testing it

    Thanks very much!!
     
  47. LeeBold

    LeeBold

    Joined:
    Mar 4, 2016
    Posts:
    3
    Hi

    Just got Your FBX runtime importer and tried some test scenens.

    Can we get some support and fix this?
    Where can we send the fbx file?

    We get:

    IndexOutOfRangeException: Array index is out of range.
    CSEU.FBX.UniFBX.GetMesh2010 (System.Collections.Generic.List`1 list, Int32 n) (at Assets/CSEU/UniFBX/Lib/UniFBXObjects.cs:419)
    CSEU.FBX.UniFBX.GetMeshes2010 (System.Collections.Generic.List`1 list) (at Assets/CSEU/UniFBX/Lib/UniFBXObjects.cs:217)
    CSEU.FBX.UniFBX.DoWork () (at Assets/CSEU/UniFBX/Lib/UniFBX.cs:89)
    CSEU.FBX.UniFBX.Load () (at Assets/CSEU/UniFBX/Lib/UniFBX.cs:55)
    UniFBXImport+<ILoad>c__Iterator1.MoveNext () (at Assets/CSEU/UniFBX/Lib/UniFBXImport.cs:52)
     
  48. LeeBold

    LeeBold

    Joined:
    Mar 4, 2016
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    s = text[m + sl++];

    while (true )
    {
    if (text[m + sl].Contains(",")) // ERROR !!!!
    {
    s += text[m + sl];
    }
    else
    {
    break;
    }
    sl += 1;
    }

    data = s.Split (',');

    data[0] = data[0].Split(':' )[1]; // ERROR !!!!!!

    for (int i = 0; i < data.Length; i++)
    {
    uvTemp.Add (uv[int.Parse (data)]);
    }
     
  49. carlossarria00

    carlossarria00

    Joined:
    Feb 25, 2014
    Posts:
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    Hi LeeBold

    Thanks for using UniFBX. FBX SDK 2010 is an old SDK for these files. It's a great effort working to files load with the format 2010. Howerver, could you send me your file to check the error and resolve? I prepare an upgrade with solving some bugs.

    I remember that UniFBX works with triangulated and quad meshes. You can export your model meshes triangulated
     
  50. carlossarria00

    carlossarria00

    Joined:
    Feb 25, 2014
    Posts:
    108

    Hi LeeBold

    Thanks for using UniFBX. FBX SDK 2010 is an old SDK for these files. It's a great effort working to files load with the format 2010. Howerver, could you send me your file to check the error and resolve? I prepare an upgrade with solving some bugs.

    I remember that UniFBX works with triangulated and quad meshes. You can export your model meshes triangulated
     
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