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Looking for FBX models to test out our FBX plugin


 
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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 11909

PostPosted: Fri Mar 09, 2018 4:24 pm    Post subject:
Looking for FBX models to test out our FBX plugin
Reply with quote

Hi All,

I'm currently looking to re-factor elements of the FBX plugin to make
it more cleaner and flexible but don't have many FBX models myself to
test things. If you have models that you can share publically or
privately then I'd appreciate being able to add these to my sure any
changes I make don't cause any regressions.

For now my focus will be unifying the way that textures are read and
setup in the OSG's FBX plugin. I've got a small window of time in
which to look at a few outstanding issues, so will do what I can, it
won't be a major re-factor of the FBX plugin.

Thanks in advance for any FBX models you can share.

Cheers,
Robert.


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Jordi Torres
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PostPosted: Fri Mar 09, 2018 4:54 pm    Post subject:
Looking for FBX models to test out our FBX plugin
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Hey Robert,

Huge list of free downloadable models from Sketchfab Smile

https://sketchfab.com/search?features=downloadable&q=fbx&sort_by=-pertinence&type=models



Cheers. 


2018-03-09 17:20 GMT+01:00 Robert Osfield < (
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Quote:
Hi All,

I'm currently looking to re-factor elements of the FBX plugin to make
it more cleaner and flexible but don't have many FBX models myself to
test things.  If you have models that you can share publically or
privately then I'd appreciate being able to add these to my sure any
changes I make don't cause any regressions.

For now my focus will be unifying the way that textures are read and
setup in the OSG's FBX plugin.  I've got a small window of time in
which to look at a few outstanding issues, so will do what I can, it
won't be a major re-factor of the FBX plugin.

Thanks in advance for any FBX models you can share.

Cheers,
Robert.
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mp3butcher (Julien Valentin)
Appreciator


Joined: 17 Feb 2010
Posts: 426
Location: France

PostPosted: Fri Mar 09, 2018 10:08 pm    Post subject:
Re: Looking for FBX models to test out our FBX plugin
Reply with quote

Hi
Searching sketchfab i find out that most of the so called rigged aren't...:/
so Here's the one I've found and check as real animated rig (Blender 2.79 import fbx work very nice with them)
https://sketchfab.com/models/3a09c60daf6642598724a51a29e2cf28
it seams a decent test model for osgAnimation basics features.
Cheers


robertosfield wrote:
Hi All,

I'm currently looking to re-factor elements of the FBX plugin to make
it more cleaner and flexible but don't have many FBX models myself to
test things. If you have models that you can share publically or
privately then I'd appreciate being able to add these to my sure any
changes I make don't cause any regressions.

For now my focus will be unifying the way that textures are read and
setup in the OSG's FBX plugin. I've got a small window of time in
which to look at a few outstanding issues, so will do what I can, it
won't be a major re-factor of the FBX plugin.

Thanks in advance for any FBX models you can share.

Cheers,
Robert.


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Last edited by mp3butcher (Julien Valentin) on Fri Mar 09, 2018 10:36 pm; edited 1 time in total
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Jordi Torres
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PostPosted: Fri Mar 09, 2018 10:28 pm    Post subject:
Looking for FBX models to test out our FBX plugin
Reply with quote

Hi Julien,


There is a search filter for animated models. Maybe it can help...
https://sketchfab.com/search?features=downloadable+animated&q=fbx&sort_by=-pertinence&type=models



Cheers

El El vie, 9 mar 2018 a las 23:04, Julien Valentin < (
Only registered users can see emails on this board!
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)> escribió:

Quote:
Hi
Searching sketchfab i find out that most of the so called rigged aren't...:/
so Here's the two I've found and check as real animated rig (Blender 2.79 import fbx work very nice with them)
https://sketchfab.com/models/3a09c60daf6642598724a51a29e2cf28
https://sketchfab.com/models/ab4c8506972a43d8b9649727d88a475a
These seams decent test model for osgAnimation basics features.
Cheers



robertosfield wrote:
Quote:
Hi All,

I'm currently looking to re-factor elements of the FBX plugin to make
it more cleaner and flexible but don't have many FBX models myself to
test things.  If you have models that you can share publically or
privately then I'd appreciate being able to add these to my sure any
changes I make don't cause any regressions.

For now my focus will be unifying the way that textures are read and
setup in the OSG's FBX plugin.  I've got a small window of time in
which to look at a few outstanding issues, so will do what I can, it
won't be a major re-factor of the FBX plugin.

Thanks in advance for any FBX models you can share.

Cheers,
Robert.
_______________________________________________
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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p.p1 {margin: 0.0px 0.0px 0.0px 0.0px} span.s1 {font-family: 'Helvetica'; font-weight: normal; font-style: normal; font-size: 12.00pt} --
Jordi Torres

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mp3butcher (Julien Valentin)
Appreciator


Joined: 17 Feb 2010
Posts: 426
Location: France

PostPosted: Fri Mar 09, 2018 11:02 pm    Post subject:
Re: Looking for FBX models to test out our FBX plugin
Reply with quote

Hi Jordi
Thanks for the advice
but now searching animated+rig gives me some rigs with no anim...(no a real problem as it can be detected at preview)
The purpose of my last post was just to propose Robert a proper model for osganimation basics and avoid him time spend in searching

After further search i also found this one that have rigs+morph targets
https://sketchfab.com/models/60a1ff80a22a48c09833a403b5f48b73

You clearly made morphtarget weight vertex attribs on this, should have do that in HWMorphGeometry (the vertex pulling from TBO impl i used surely can't manage such a big baked morphtarget...)

PBR, animation, blendshape, reflection/refraction..
Great stuff you did at sketchfab on osgjs. Smile
Do you plan to implement fbx spring system and ik to?...

Jordi Torres wrote:
Hi Julien,


There is a search filter for animated models. Maybe it can help...
https://sketchfab.com/search?features=downloadable+animated&q=fbx&sort_by=-pertinence&type=models



Cheers

El El vie, 9 mar 2018 a las 23:04, Julien Valentin < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> escribió:

Quote:
Hi
Searching sketchfab i find out that most of the so called rigged aren't...:/
so Here's the two I've found and check as real animated rig (Blender 2.79 import fbx work very nice with them)
https://sketchfab.com/models/3a09c60daf6642598724a51a29e2cf28
https://sketchfab.com/models/ab4c8506972a43d8b9649727d88a475a
These seams decent test model for osgAnimation basics features.
Cheers



robertosfield wrote:
Quote:
Hi All,

I'm currently looking to re-factor elements of the FBX plugin to make
it more cleaner and flexible but don't have many FBX models myself to
test things.  If you have models that you can share publically or
privately then I'd appreciate being able to add these to my sure any
changes I make don't cause any regressions.

For now my focus will be unifying the way that textures are read and
setup in the OSG's FBX plugin.  I've got a small window of time in
which to look at a few outstanding issues, so will do what I can, it
won't be a major re-factor of the FBX plugin.

Thanks in advance for any FBX models you can share.

Cheers,
Robert.
_______________________________________________
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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http://forum.openscenegraph.org/viewtopic.php?p=73060#73060





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mp3butcher (Julien Valentin)
Appreciator


Joined: 17 Feb 2010
Posts: 426
Location: France

PostPosted: Sat Mar 10, 2018 1:17 am    Post subject:
Re: Looking for FBX models to test out our FBX plugin
Reply with quote

Hi Robert
I tested the two models with Software transform implementations in osganimationviewer and it worked quite well
-The rig only test was successfull
-The rig+morph test gives strange result : I suspect morphtarget arent yet well supported (no MorphGeometry outputed)
It doesn't help a lot but still it 's a feedback..:/


robertosfield wrote:
Hi All,

I'm currently looking to re-factor elements of the FBX plugin to make
it more cleaner and flexible but don't have many FBX models myself to
test things. If you have models that you can share publically or
privately then I'd appreciate being able to add these to my sure any
changes I make don't cause any regressions.

For now my focus will be unifying the way that textures are read and
setup in the OSG's FBX plugin. I've got a small window of time in
which to look at a few outstanding issues, so will do what I can, it
won't be a major re-factor of the FBX plugin.

Thanks in advance for any FBX models you can share.

Cheers,
Robert.


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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 11909

PostPosted: Sat Mar 10, 2018 6:10 pm    Post subject:
Looking for FBX models to test out our FBX plugin
Reply with quote

Hi All,

I have just checked in a refactor of the way that texturing is handled
in the FBX plugin:

https://github.com/openscenegraph/OpenSceneGraph/commit/125263f21602fc7e4508aeedd38e803c4edd45a7

The behaviour shouldn't be any different from before, it should do the
same thing, but with less code - 338 lines deleted vs 159 added,
whilst making the code a bit easier to maintain/add to/change
behaviours down the line.

I'm still no expert in FBX, and have only tested a few files so far,
so would appreciate those who use FBX in their own applications to
test out OSG master to make sure there isn't any regressions.

What instigated this refactor is a submission that added support for
another method for setting up texturing in FBX files that wasn't
supported in the original FBX plugin, the submission had to duplicate
lots of code to achieve this, on code where there was already a
massive amount of duplication. Submissions that have to add a lot of
code to achieve a small amount of new functionality is a red flag to
me that the underlying code is badly implemented and is in need of
rewriting. So the changes I've made today should make it far easier
to add this new functionality, or any other treatment of texturing
going forward.

Good programs undergo this type of evolution in the code, and as
programmers we need to be mindful of what code gets so unwieldy that
it become impractical to maintain it let alone improve it, so I'd
recommend users watch out for these "red flags" when working in their
own applications, or submissions to the OSG ;-)

Bad programs tend to have lots of code that has all these "red flags"
in them but they get ignored or worked around rather than fixed so you
end up with a code base that gets more and more and more unmanageable
as the years go by.

Cheers,
Robert.

On 10 March 2018 at 01:17, Julien Valentin <> wrote:
Quote:
Hi Robert
I tested the two models with Software transform implementations in osganimationviewer and it worked quite well
-The rig only test was successfull
-The rig+morph test gives strange result : I suspect morphtarget arent yet well supported (no MorphGeometry outputed)
It doesn't help a lot but still it 's a feedback..:/



robertosfield wrote:
Quote:
Hi All,

I'm currently looking to re-factor elements of the FBX plugin to make
it more cleaner and flexible but don't have many FBX models myself to
test things. If you have models that you can share publically or
privately then I'd appreciate being able to add these to my sure any
changes I make don't cause any regressions.

For now my focus will be unifying the way that textures are read and
setup in the OSG's FBX plugin. I've got a small window of time in
which to look at a few outstanding issues, so will do what I can, it
won't be a major re-factor of the FBX plugin.

Thanks in advance for any FBX models you can share.

Cheers,
Robert.
_______________________________________________
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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