The following problems are known issues that can occur when you use FBX for QuickTime:
If you receive the following error(s) when you run FBX for QuickTime, you are missing the MSVCP100.dll and/or MSVCR100.dll files:
The MSVCR100 and MSVCP100 .dll files are contained in the vcredist_x86.exe package, which you can download at http://www.microsoft.com/download/en/details.aspx?id=26999.
You cannot view ASCII FBX files in the FBX for QuickTime viewer. Instead, save your FBX file as a binary file.
This is because a change was made to the way FBX files were opened because of problems with viewing FBX files on a web page. The files had to be read from memory, as they require a data stream. The function that reads the FBX Files from memory currently only works with binary files.
FBX for QuickTime currently does not support export of 3D data in any 2D format. Export of a multimedia presentation (for example, an MPEG-4 stream overlaying an FBX track,) results in the correct export of the 2D, video, and audio layers, and black frames in the place of the 3D track.
FBX for QuickTime requires an OpenGL accelerator video card, and an appropriate software driver.
For optimal performance, the card and driver must support the OpenGL PBuffer extension. If your video driver does not support the PBuffer extension, a warning dialog box appears when you load an FBX file into FBX for QuickTime. Visit the web site of your video card manufacturer for information on your video card support of the PBuffer extension. In many cases, updating the OpenGL driver resolves this problem.
Multiple and renamed components
Never rename the component when using FBX for QuickTime. The component name must be QTFbx.qtx (or QTFbx.component on Mac OS/X) or it does not work.
In addition, the QuickTime components directory must contain only the most recent component version; do not have more than one version of the component.
The FBX for QuickTime component does not support the Story window, so do not use the MotionBuilder Story window to create FBX files. However, if your animation uses the Story window, you can plot the results to a new take, and then view animation with FBX for QuickTime.
0-Length Files (MotionBuilder)
FBX for QuickTime has a Free Running control that lets certain effects created with Autodesk tools (for example, MotionBuilder Particle shaders) to run constantly, even when there is no animation playing.
Normally, this option is Off by default. But if you want to start the Free Running of a file automatically upon load, save the file in MotionBuilder (or other Autodesk authoring tool) with a 0 frame length animation. By default, the scene plays back effects as soon as it loads.
Animation triggering with separate FBX files
If you are using MotionBuilder and have a series of separate FBX files that the MotionBuilder Trigger tool or Animation Trigger uses, include separate FBX files with your distribution.
To use trigger animation in FBX for QuickTime files:
MotionBuilder Edge Cartoon shader
If you use the MotionBuilder Edge Cartoon shader to create an FBX file, the size of the outline edge is absolute regardless of the size of the QuickTime viewer. However, the size of the model changes.
For example, if you reduce the QuickTime viewer to half its size, the model scales down by half but the outline edge of the models with Edge Cartoon shaders remains the same size; this results in a disproportionately thick edge.
To work around this, adjust your cartoon shader settings using a camera set to the default size of the QuickTime window before you save the scene.