• Import .fbx models to SFM
    4 replies, posted
Hello guys, first I would like to say that I have searched to see if this was posted before, and if it was just tell me and I'll delete this thread, because I searched and found nothing. As well as the fact that this seems like a common question which is why im so sure a thread was already made of this...NONETHELESS I have a question. I took a .fbx from cinema4d and put it into Maximo (an autorigging site) and it turned it into a rigged .fbx with the animations and everything. I was wondering if there was some possible way I can import this model into sfm WITH the animations and without any problems to the model. And I say with the animations because its not like normal custom models that come with a material folder, its just one .fbx file that I'm hoping to put in there. Ty and I hope to hear answers soon :) Edit: I dont even need the animations as a priority really, but whats the possibility I can import it as a standalone model? Or does that take the same amount of work as getting all the animations in? :S What I mean by that, is, is it possible to just upload the model and have the animations not work, but still be able to mess with the rigged model as if its a normal sfm model? (maybe a .fbx to .mdl converter) <---which doesnt seem to exist currently (used to according to noesis converter site, but apparently the guy is dead.)
So I'm actually working on a tool that allows you to "import" fbx, smd, and dmx into the sfm, by auto-generating a qc for you and converting everything back to a dmx. It can import Mixamo stuff fine but [URL="https://developer.valvesoftware.com/wiki/VTFEdit"]you'll have to make the materials yourself.[/URL] It's not ready for release yet until it's properly functioning, but it'll look like this. [t]http://i.imgur.com/7Q8MGiO.png[/t] As it stands though, I don't know if you know how the underside of compiling models works. Basically through your modeling program, you'd export a dmx/smd, which are valve formats so good luck trying to find plugins for those (there's official ones in maya and unofficial ones for blender, 3ds max, etc.) Then, you use a text file to tell the engine what these dmxs/smds become, called a qc. You then drop that qc onto a program called studiomdl.exe (inside Source Filmmaker/game/bin) and it'll compile the model for you. [URL="https://developer.valvesoftware.com/wiki/Compiling_a_model"]Info on compiling here.[/URL] Follow that tutorial the best you can and try to get a hang of it.
Sorry to necro a 4 year old post, but I keep running into this while trying to read how to import fbx models. Any chance this tool ever got anywhere?
honestly, I could dig up the files, but I'm not too sure I changed anything or if it's stable at all. here you go though, this was made almost 4 years ago now so it's unlikely this is still stable, but give it a whirl! currently I can't offer any testing or debugging for it since SFM isn't even really set up on my computer anymore, but essentially under the hood (if it doesn't work) the process is fairly simple. it just converts the fbx to a dmx file via the "fbx2dmx.exe" app in your source filmmaker's game/bin/ folder, then processing that dmx as normal via a QC file through studiomdl.exe (it also does some slight dmx magic to use custom .vmt paths for your png files or whatever you used as the source.) though if valve did anything to the dmx file format recently, this tool might not work automagically (i'd suspect the materials bit to break first.) if that's the case, i'd suggest looking into compiling dmx files yourself, and learning how to operate fbx2dmx.exe through what limited documentation there is. i believe using this tool will by default use the ascii version of the files, so you can actually open up the DMX in your favorite brand of text editor and find those material lines yourself (otherwise look into fbx2dmx.exe's command line tools using -help as a launch property, then you should be able to find out what the command is for converting to either an ascii or binary version of dmx, you'll want ascii. though at that point you really wouldn't need a python script to optimize it for you, since you'd know all the commands ) one final thing: i've only ever tested this using an fbx exported from maya (2011 if i remember correctly.) i would honestly recommend looking into the blender source tools for anything with dmx involved since that's the only public tool that's still being updated and supports dmx.
Now there are better versions of this application?
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