3D Geometry
#1
Posted 29 July 2010 - 07:01 AM
I'm going to try getting some deforming geometry into fusion and I was wondering if this is possible in Fuse format? I don't see any documentation or example 3D fuses out there.
I assume that with the frequency of crashing I'm getting in FU6 (compared to FU5.21) that it might be too unstable anyway.
John
#2
Posted 29 July 2010 - 07:17 AM
#3
Posted 29 July 2010 - 08:17 AM
isotron, on 29 July 2010 - 07:17 AM, said:
I was thinking more of using MDD cache or OBJ sequence but OBJ sequence is too slow using a script. I actually got some amusing effects using displace3D in absolute mode with a p pass baked to UVs but really not that usable. :)
#5
Posted 30 July 2010 - 06:50 PM
I was thinking more of using MDD cache or OBJ sequence but OBJ sequence is too slow using a script.
[/quote]
it's funny trick - OBJ files are really slow for loading because of too simple organization of the format,
but FBX files are much "quicker". Ypu need to load OBJ sequense and connect it to FBX exporter with turned on
option to generate a separate file for each frame. It will give you an FBX sequense which you can load with the
same script in loader
#6
Posted 01 August 2010 - 11:22 PM
protean, on 29 July 2010 - 07:01 AM, said:
What build of 6 are you running? Can you update to 6.1? We've fixed a lot.
You should check this list of known bugs in 6.0 build 511. In particular, avoid the use of Sel or CT in the Timeline view.
Otherwise, talk to eyeon tech support if you get regular crashes. We may have a fix or a workaround that could make your life a lot easier. At least use the Crash Reporter; we only see those crashes that are reported, we're much more likely to fix crashes that have been reported (and the more reports the more info we have), and we may be able to offer return advice too.
Regarding MDD support; the best way of importing deformed geometry into Fusion is a sequence of FBX files (OBJ files are slower as they get converted to FBX internally by the FBX SDK). Can you tell me why MDD might be more convenient for you? Is it just used for paths or deforming other geometry?
#7
Posted 02 August 2010 - 05:44 AM
Daniel Koch, on 01 August 2010 - 11:22 PM, said:
What build of 6 are you running? Can you update to 6.1? We've fixed a lot.
You should check this list of known bugs in 6.0 build 511. In particular, avoid the use of Sel or CT in the Timeline view.
Otherwise, talk to eyeon tech support if you get regular crashes. We may have a fix or a workaround that could make your life a lot easier. At least use the Crash Reporter; we only see those crashes that are reported, we're much more likely to fix crashes that have been reported (and the more reports the more info we have), and we may be able to offer return advice too.
Regarding MDD support; the best way of importing deformed geometry into Fusion is a sequence of FBX files (OBJ files are slower as they get converted to FBX internally by the FBX SDK). Can you tell me why MDD might be more convenient for you? Is it just used for paths or deforming other geometry?
6.1 644
I'll start submitting crash reports with the Crash Reporter from now. Its mostly flow view stuff, there is nothing %100 repeatable but it's little things like if I cut an paste a tool or view a 3D render node (we're doing a lot of 2.5D stuff at the moment). I restart fusion, perform the same action and it's fine. I usually save at key moments now :)
MDD: well, our animation is cached to MDD from Maya, applied in Houdini and rendered. I would specifically have to render out an FBX sequence to get stuff into Fusion. MDD would, for us, make much more sense. We work with full 3D sequences (as opposed to live action integration and what not) so pretty much everything has MDD already including cameras (with chan data for FOV etc).
An MDD importer would be awesome, I would probably need to make a case to get one written for us I'd just like to know if it would be possible with the current SDK. Alternatively getting one built in by you guys would be the best.
And then after that a Mantra compliant IFD generator even better :)
John
#8
Posted 02 August 2010 - 08:22 PM
I'm not that familiar with the MDD file format, but from what I found it looks very basic - a collection of times and points, nothing more.
What is it typically used for? If what I read is accurate, I don't really see how it could store useful geometry without face data or UV & normal coords. It looks only good for simple animation curves.
#9
Posted 03 August 2010 - 03:38 AM
#10
Posted 03 August 2010 - 05:24 AM
Daniel Koch, on 02 August 2010 - 08:22 PM, said:
I'm on it :)
Daniel Koch, on 02 August 2010 - 08:22 PM, said:
What is it typically used for? If what I read is accurate, I don't really see how it could store useful geometry without face data or UV & normal coords. It looks only good for simple animation curves.
Most 3D software can recalculate normals of a mesh given the points with or without deformation. I'd be lying if I said I knew how to do it, all I know is that it just works. I was actually surprised when bringing in an OBJ into fusion without normals that there was no way of calculating them within fusion. It's something most people take for granted when working in a 3D app I suppose.
#11
Posted 03 August 2010 - 06:49 AM
when working in a 3D app
It's still a compositing suite with now extended 3D capabilities. ;)
#12
Posted 03 August 2010 - 07:04 AM
trollkind, on 03 August 2010 - 06:49 AM, said:
when working in a 3D app
It's still a compositing suite with now extended 3D capabilities. ;)
True
I still would think that any app with "3D capabilities" would have a method of calculating normals for itself, it's pretty fundamental. Anyway, I assume that when you displace an image plane with dispalce3D it changes the normals too, maybe I'm wrong.
#13
Posted 03 August 2010 - 07:33 AM
http://www.alembic.io/ pretty cool though all written in with standard ILM flair
and Image Engine's 'Cortex' is pretty stunning but not for Fusion sadly
http://code.google.com/p/cortex-vfx/
#14
Posted 03 August 2010 - 09:37 AM
protean, on 03 August 2010 - 07:04 AM, said:
trollkind, on 03 August 2010 - 06:49 AM, said:
when working in a 3D app
It's still a compositing suite with now extended 3D capabilities. ;)
True
I still would think that any app with "3D capabilities" would have a method of calculating normals for itself, it's pretty fundamental. Anyway, I assume that when you displace an image plane with dispalce3D it changes the normals too, maybe I'm wrong.
Fusion does. The FBX Loader does not. :) I forget the reasoning, but you'll notice that Bender and Displace3D are able to recalculate the normals. It's in the SDK, I just forget why it's not in the FBX Loader.
- Chad
#15
Posted 03 August 2010 - 09:47 AM
ChadCapeland, on 03 August 2010 - 09:37 AM, said:
Fusion does. The FBX Loader does not. :) I forget the reasoning, but you'll notice that Bender and Displace3D are able to recalculate the normals. It's in the SDK, I just forget why it's not in the FBX Loader.
But if one could develop an MDD plugin then surely that could be made recalculate the normals? My original question, I think, was if it was possible under the current SDK and documentation to write an MDD plugin. I'm guessing at yes however if I did get such a thing done I wouldn't be able to distribute it but if the guys at Eyeon did then everybody is happy, well those that use MDDs anyway.

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