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FPSC Classic Models and Media / FPSC Models into Unity...

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Ikey
15
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Joined: 17th Apr 2010
Location: Look in the back seat of your car
Posted: 22nd Jun 2012 00:36 Edited at: 22nd Jun 2012 01:25
Firstly, I know a lot of people are probably going to get a bit annoyed about Unity posts, and I'm going to say sorry about that in advance. But I'm working, like a few people have in the past, on a FPSC - Unity workflow.

Anyway, I've figured out the whole DBO to FBX thing half way, but I can't seem to get models to work. Basically, I've got converting the files down. I can convert every one of my models that have a license saying its allowed into Unity, and from what I've seen, though I've not looked into it massively, I seem to be retaining animation. However, I've run into a slight problem with textures. It doesn't seem to happen on EVERY single model, but most of the cube ones - and I figure its the layout?

Left is how it looks in Unity, to the right is the texture. (War torn pack) So what is going on?



Also, I am having to scale everything, as Unity seems to (rather stupidly) automatically scale EVERY SINGLE FBX imported model to 0.01. I'm having problems getting the scale right, as 1 seems far too big, rendering tyres about ten times the controllers size - at the moment I'm thinking 0.03 - 0.06. If anyone has figured that out, I'd much appreciate advice on that too.

Thanks in advance. I have asked this on the Unity forum and answers, but the community doesn't really seem as good as on here.


anayar
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Location: Minneapolis, MN
Posted: 22nd Jun 2012 04:45
What are you using to convert the models?

Cheers,
Anayar


For KeithC
TIMON
13
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Joined: 28th Aug 2011
Location: France
Posted: 22nd Jun 2012 15:43
Hi Ikey

please can you explain us what programs are you using to convert them with? and how? Thanks alot
Ikey
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Location: Look in the back seat of your car
Posted: 22nd Jun 2012 23:51
Oh, I thought I posted that in there.

I used 3d object convertor pro to do the .x files to Wavefront .obj. Then from there I used the Autodesk convertor (official one.)

Then I converted the DDS files to TGA using X2Y.

I have been told by one person that it looks like the UV Maps have been corrupted - and I think that might be the case? But I really don't do very much modelling... And I have no idea how I could fix that on so many models without doing every single one seperately... Maybe I just need to re convert them?


anayar
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Location: Minneapolis, MN
Posted: 23rd Jun 2012 02:05
What I would do is use a modelling sof tears to convert the models as it is a lot easier and safer. That way you don't need to worry about the models messing up as you can edit all the import and export settings

Cheers,
Anayar


For KeithC
Ikey
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Joined: 17th Apr 2010
Location: Look in the back seat of your car
Posted: 23rd Jun 2012 15:04 Edited at: 23rd Jun 2012 15:05
Modelling sof tears? Do you mean modelling software? If so, I have honestly considered it, but I have over six thousand models in total, that I'd eventually need to convert, though my current project would only need about a thousand of these. And it'd just be me and a friend who could do that. So is that the only actual way to do it?


anayar
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Location: Minneapolis, MN
Posted: 23rd Jun 2012 17:18
Wow lol, real sorry mate, stupid autocorrect on my fing iPhone

Anyways, yeah I meant modelling software. But you bring up a good point about the quantity of models... That is a dillema I'd try to see if there were other batch exporters/converters that retain UV info as well as retaining scale. Maybe one of the people more experienced with Unity and FPSC can guide you

P.S: If I remember correctly there was a user by the name Coffeegrunt who did a lot of work with FPSC and either Unity or UDK. I'd try finding him and shooting him an email.

Cheers,
Anayar


For KeithC
Ikey
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Location: Look in the back seat of your car
Posted: 23rd Jun 2012 21:41 Edited at: 23rd Jun 2012 21:41
Cheers man, the helps appreciated.

And you had me sat there scratching my head for a little while.

I'll do all I can to find out from other people, etc, but I guess I can manage to buy/find free models for the most part and manually convert/re rig the models that I REALLY need until I find a good converter.


AJ Schaeffer
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 2nd Jul 2012 18:38
Here's what I do.

1. Import into fragmotion
2. Export as .obj
3. If animated, export as .ms3d instead
4. Import into Blender 2.49
5. Export as .fbx

Works every time for me.

Fragmotion is free by the way, if you just type in a passage every week.

GOPHER
17
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Joined: 27th Aug 2007
Location: in the [tesseract]
Posted: 3rd Jul 2012 09:13 Edited at: 3rd Jul 2012 09:15
This is my workflow for static models:

- Import Directx model in Blender2.49 (re label the object and mesh, if you can work it out that is)
Not all FPSC media will open...
I tend to import all the objects into one blender file and rename them and save the blender file as something like ScifiObjectsDirectX.blend

- Open a new version of blender2.5 or above and link on the objects. FILE>Link
Once they are all brought In I unlink them. Remove doubles in the meshes and also convert all tris to quads. I also rescale them in edit mode to 0.02 i think...
Save that file as ScifiObjects.blend

- For unity for mobile I tend to use 1 Blender file per Texture. So my Scifi Objects all use the same texture. It might be a smaller group like lights and doors. Or Terminals and Switches. So I spend some time re UV mapping at this stage

- So now I have a blender file with all the objects I will need in my Unity Scene, make sure you label all your mesh and object names. And I export it as a FBX straight into my Unity Assets folder usually in a folder I created called Objects/OriginalObjects. And I call it scifiObjects.fbx

- Now in Unity I pull out the objects separately and make individual Prefabs from them and Put them back into my Objects folder. So that might be Vent or RotatingFan(That has a script attached to it) or Workstation

This seemed to help when I had to go back to my original SciFiObjects.blender file and make texture or mesh changes. I could safely make some changes export the fbx over the top of the one in my Unity assets folder and all the changes would be updated.

I hope that helps

Here is the link for my Scifi models on iPad post

Here is the link for a youtube video of it running on iPad

Here is a link to the free but buggy iPad Alpha free on the app store

And here is the link to my Facebook tesseractgame page

Blog : Indiefps.com
Twitter : @dougalicious
King Fluffs
14
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Joined: 28th Nov 2010
Location: Telford
Posted: 3rd Jul 2012 10:13
Interesting.

Swift Beta Studios

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