Mudbox supports the Autodesk® FBX® file format for data
exchange between 3D applications.
FBX is a conversion technology
that enables the acquisition and exchange of 3D models and related
assets and media from a variety of sources more quickly and easily.
FBX supports a broader
range of entities between Mudbox and other applications in many
cases than the older OBJ file format. For a comparison of supported
model file formats, see
Model file formats.
FBX plug-ins are available
for Autodesk® Maya® and Autodesk® 3ds Max® software, and is also
supported by Autodesk® MotionBuilder®. Autodesk® Softimage® supports FBX through
its Autodesk® Crosswalk
plug-in features.
NoteTo import and export
FBX files in other Autodesk 3D applications you must first install
and then load the FBX plug-in appropriate to your application and
version. To download the most current FBX plug-ins for your Autodesk
application, see
http://www.autodesk.com/fbx-downloads.
Open or import an FBX file
- Select File > Open... or File
Import and set the Files of type to Autodesk Fbx,
and select the file you want to import. For more import options,
see
Import a model.
- For information on how entities appear
in the 3D View after FBX import, refer
to the table below.
NoteMudbox does not support
file, attribute, or directory paths that use double-byte characters
in the names (such as found in Japanese, Korean, Chinese languages).
Text strings should be restricted to single byte characters only
(Latin alphabet). Using text strings that contain double-byte (extended
ASCII) characters may result in an error or data loss.
FBX features supported
for import
The following table describes
the entities that Mudbox supports via FBX and whether they are supported
or converted when imported to Mudbox from other applications.
Feature |
.FBX |
Maya |
3ds Max |
Polygonal meshes
- Grouping hierarchies -
Model hierarchies that exist in a Maya or 3ds Max file are collapsed when
the mesh is imported to Mudbox using FBX. Top level transformations
and pivot points on the mesh are retained.
- Mesh smoothing -
Any edge smoothing (Maya) or smoothing group (3ds
Max) information is not retained when the FBX file is imported
to Mudbox.
|
V
|
V
|
V
|
UV texture coordinates
- Only one UV set is supported for import
by Mudbox; the first UV set.
|
V
|
V
|
V
|
Quick Select sets / Selection
Sets
- (Maya) Quick Select sets and Sets appear
in the Object List within Mudbox when the FBX file is imported to
Mudbox.
- (Max) Selection Sets appear in the Object
List within Mudbox when the FBX file is imported to Mudbox.
|
C
|
C
|
C
|
Cameras
- (Mudbox) - After
import to Mudbox, right-click the new camera that appears in the Object
List and select Look Through.
You can lock the imported cameras to prevent accidental dollying,
tumbling, and so on.
- (Maya) - FBX
only exports the non-default cameras from Maya. The default persp,
top, front, and side cameras are ignored. If you are exporting your Maya scene
using FBX and want to retain the default camera related information when
you import it to Mudbox, you must first select and duplicate the
default Maya perspective (persp) camera (View > Select Camera, Edit
> Duplicate), and then select the duplicated version
prior to exporting your FBX file.
- (Maya) - Maya
cameras match better in Mudbox if the Fit Resolution Gate camera attribute
is set to Vertical prior to exporting
an FBX file from Maya.
|
C
|
C
|
C
|
Image planes
- (Mudbox) - Image
planes are an attribute of cameras that get exported with the cameras when
exporting an FBX file. After import to Mudbox, right-click the new
cameras that appear in the Object List and
select Look Through to view the image
planes. You can lock the cameras associated with the image planes
to prevent accidental misalignment.
- (Maya) - If
you are need to export image planes with cameras from your Maya scene
using FBX you must first select and duplicate the orthographic cameras
associated with the image planes (View > Select Camera, Edit
> Duplicate), and then select the duplicated version
prior to exporting your FBX file. In addition, setting the Fit attribute
to Vertical in the Placement section
of the Image Plane attributes will
ensure a better match when imported to Mudbox.
- (Maya) - Maya
provides an option to either embed or reference the images associated
with an image plane when exporting as FBX.
|
C
|
C
|
X
|
Blend Shapes (Maya) Morph Targets (3ds Max)
- (Maya) - The
vertex position information contained in a blend shape target is
converted to a sculpt layer when transferring between Maya and Mudbox
via FBX. The Weight attribute on the blend shape becomes the Opacity
property on the sculpt layer when the FBX file is imported.
|
C
|
C
|
C
|
Shading material
- By default, any assigned materials and
textures that exist in an FBX file are automatically imported into
Mudbox with the mesh. If you do not want materials and textures
to be imported with the mesh, turn off the Import
Materials and Textures preference (Windows
> Preferences > FBX). The default Mudbox Material
is assigned when this preference is turned off.
- The selected object's shading material
is converted to a material with an equivalent appearance when exported
from the 3D application using FBX. Material attributes that are
supported by Mudbox when importing an FBX file are: Diffuse, Specular,
Gloss, Bump Map, Incandescence, Reflection Mask, Reflection Map,
Reflection Strength.
|
C
|
C
|
C
|
Material textures
- Textures assigned to the selected objects shading
material, including layered textures (3ds Max refers to these as
composite textures) are imported as discrete paint layers when the FBX
file is imported to Mudbox (see supported shading material attributes
described above). The textures are assigned to the equivalent paint
layer channel in Mudbox.
- Layer blend mode attributes for layered (composite)
textures are supported to a limited extent with FBX import. The Normal, Multiply, and Add blend
mode settings are supported. Any other blend mode settings that
exist for the layered textures are set to Normal blend
mode when an FBX file is imported to Mudbox.
|
C
|
C
|
C
|
Joints
- Prior to exporting your model from Maya
or 3ds Max, ensure that the FBX export options are set so they export
the skeleton and skin weighting data with the model. For example,
in Maya the FBX Exporter Options window,
ensure that the Include preference setting
has Animation and Deformed Models options
turned on, and that the Skins and Blend Shapes options
are also turned on.
- Joints and skin clusters (joint weights)
are imported with the model when the FBX file is imported to Mudbox
(provided the Import Joints preference is
turned on). This data can be used in conjunction with the Pose tools
for posing and deforming models. For more information, see
Posing overview.
- Vertices can be influenced by a maximum
of four joints in the joint hierarchy (the four strongest influencing
joints). Beyond that, the imported weight information is ignored.
To ensure that joint weights transition smoothly for imported models,
the Smooth Joint Weights preference
can be adjusted as required. For more information, see the
FBX import preferences.
- Joint hierarchies where meshes have been parented
into a joint are not supported. For more information, see
Troubleshoot posing.
- Portions of a mesh may not display in
the 3D View if the number of joints
exceeds a specified maximum amount. This limitation only affects the
mesh when using the pose tools, and is not apparent when sculpting
or painting. The mesh can still be posed but you’ll need to select
either a paint or sculpt tool to view the entire mesh. The maximum
number of joints a mesh can have before display limitations occur
is dependent on your computer’s graphics card: NVidia: 256; ATI:
75. For more information, see
Troubleshoot posing
|
C
|
C
|
C
|
Loading the FBX plug-in
for Maya or 3ds Max
FBX import
and export functionality is embedded within Mudbox. However, to
export FBX files from Maya or 3ds
Max you must first ensure that the FBX plug-in
for your application is installed and loaded in the application
so FBX appears as an option in the application’s import/export browser
windows.
Once installed, you load
the FBX plug-ins as follows:
- (Maya) In Maya,
select Window > Settings >/Preferences
> Plug-in Manager. In the Plug-in Manager window,
ensure that the fbxmaya.mll plug-in
is set to Loaded. (Turning on Autoload will ensure it loads automatically each
time Maya is launched). Close the Plug-in manager window. Maya is now
ready to read and write FBX files.
- (3ds Max) FBX
plug-ins that are installed for 3ds Max are
automatically loaded whenever the application is launched. In the
event that the FBX import and export features do not appear in 3ds
Max, select Customize > Plug-in
Manager. In the Plug-in Manager window
that appears ensure that the FBXMax.DLU plug-in
is set to be loaded and close the window. 3ds Max is now ready to
read and write FBX files.