Hi,
I’ve recently been investigating the FBX export script, trying to export the bird from yofrankie into XNA using the skinned model sample from XNA creators club.
As is widely known, the current bundled export script does not work at all whilst the one from tripleb games works a little better (The birds exports okay but the sheep is still wrong).
My investigation highlights 2 differences:
-
The blender export script sets the unit scale to 100 whist tripleb sets it to 1. The problem here is with the XNA content pipleline in the sample - it does not bake the overall transformation matrix. It’s a trivial fix in the XNA sample. Still, blender should not hard code 100 here - if anything it should be the value set by the scale slider in the GUI or 1.
-
The matrices that blender writes into the BindPose element of the FBX are wrong. The tripleb script uses a different value here (see my comment at the end of the other thread here: http://blenderartists.org/forum/showpost.php?p=1415476&postcount=13).
This gives a better value, but it is still wrong.
The confusing thing seems to be that the FBX viewer for quicktime ignores the BindPose - so it looks okay in there. XNA uses it though.
Luckily, at least for the XNA pipeline, this seems to be optional. Deleting the BindPose element entirely seems to fix everything and the FBX still shows okay in the quicktime viewer.
Ideasman … any comments?
Ian