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    <title>topic Re: Problem importing .fbx file in Stingray Forum (Read Only)</title>
    <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844357#M7397</link>
    <description>&lt;P&gt;This is a content issue: 1.2GB for a car is simply too large. Our developer opened the file in Max and was unable to work with it since Max became unresponsive due to the massive triangle count of 39 million triangles:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="maxcount.png" style="width: 230px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/317683i313E6D181F83428F/image-size/large?v=v2&amp;amp;px=999" role="button" title="maxcount.png" alt="maxcount.png" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Out of curiosity, how did you create the FBX?&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;It will need to be simplified in order to work with Stingray or Max. If you generated the FBX from a CAD application there may be options to&amp;nbsp;produce a less detailed model. 1-3 million polys maximum with a performance hit, ideally much less.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Regards,&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Ben&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Tue, 31 Jan 2017 20:04:55 GMT</pubDate>
    <dc:creator>__ben__</dc:creator>
    <dc:date>2017-01-31T20:04:55Z</dc:date>
    <item>
      <title>Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6749376#M6732</link>
      <description>&lt;P&gt;Hi all,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I am trying to import a .fbx file from 3ds MAX into Stingray and I am getting the following warning and error:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;STRONG&gt;Warning&lt;/STRONG&gt;:&amp;nbsp;&lt;/P&gt;&lt;P&gt;This scene contains 241 mirrored nodes.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;The meshes on mirrored nodes and children will be reflected (skins should be OK),&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;=&amp;gt; Consider deactivating backface culling on the corresponding materials.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;STRONG&gt;Error:&amp;nbsp;&lt;/STRONG&gt;&lt;/P&gt;&lt;P&gt;Assertion failed `p` at `D:\BuildAgent\work\a\git_work\runtime\foundation\memory\page_allocator.cpp:45`&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Build identifier: `78475234484fffa8693beb068f4ce096614333af`&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Data/: Page allocator failed allocating zu bytes, total zu.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I've tried making different changes in the geometry in 3dsMAX but I am getting the same error, maybe some of you can give me some idea of how to solve it.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thank you!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Wed, 14 Dec 2016 17:06:19 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6749376#M6732</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2016-12-14T17:06:19Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6749738#M6736</link>
      <description>&lt;P&gt;Could you please upload a FBX file that demonstrates the issue? We'll take a look at it and see about implementing a fix.&lt;/P&gt;</description>
      <pubDate>Wed, 14 Dec 2016 19:05:42 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6749738#M6736</guid>
      <dc:creator>__ben__</dc:creator>
      <dc:date>2016-12-14T19:05:42Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6800694#M7105</link>
      <description>&lt;P&gt;Hi Ben,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Sorry about the delay on the answer. How can I share the file with you? Trough which platform?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks!&lt;/P&gt;</description>
      <pubDate>Thu, 12 Jan 2017 11:11:17 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6800694#M7105</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-12T11:11:17Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6801603#M7121</link>
      <description>&lt;P&gt;Depending what software you used to create your mesh, you'll see those warning with object that are mirror from&amp;nbsp;others. &amp;nbsp;Most of the time they import fine, but normals will be backwards. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;I am not sure about the other problem&amp;nbsp;but what you could do inside Max is, placing a reset X Form modifier and collapse the geometry.&lt;/P&gt;
&lt;P&gt;Also sometimes just place a mesh modifier in pot and collapse the modifier, that will make the geometry unique and you should be good to go.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 12 Jan 2017 16:31:05 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6801603#M7121</guid>
      <dc:creator>Francisco_Penaloza</dc:creator>
      <dc:date>2017-01-12T16:31:05Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6803777#M7131</link>
      <description>&lt;P&gt;would you be able to provide the model for us to test with? &amp;nbsp;In theory, the model should import correctly however it is not good practice to use mirrored models. &amp;nbsp;You may want to make a copy of your scene and commit the mirror before exporting. &amp;nbsp;Otherwise you run the chance of backwards normals and inverted values.&lt;/P&gt;</description>
      <pubDate>Fri, 13 Jan 2017 14:07:07 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6803777#M7131</guid>
      <dc:creator>paul.kind</dc:creator>
      <dc:date>2017-01-13T14:07:07Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6803796#M7132</link>
      <description>&lt;P&gt;I just noticed that what Francisco stated is basically identical to what I stated. &amp;nbsp;I think his solution is actually better and more accurate. &amp;nbsp;Listen to him &lt;span class="lia-unicode-emoji" title=":grinning_face_with_big_eyes:"&gt;😃&lt;/span&gt; &amp;nbsp;You can feel free to post the moedl to this page however if you want me/us to take a look and see what is going awry.&lt;/P&gt;</description>
      <pubDate>Fri, 13 Jan 2017 14:10:35 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6803796#M7132</guid>
      <dc:creator>paul.kind</dc:creator>
      <dc:date>2017-01-13T14:10:35Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6827758#M7281</link>
      <description>&lt;P&gt;Hi all,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks for your help, I've tried what you said but still I am not able to import the model into Stingray, and even if I would able to do it having an unique geometry will not allow me to interact with the model and animations.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I've tried to attach the .fbx file here but is too big. How could I shared it with you?&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks,&lt;/P&gt;&lt;P&gt;Brais&lt;/P&gt;</description>
      <pubDate>Tue, 24 Jan 2017 16:48:58 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6827758#M7281</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-24T16:48:58Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6827892#M7282</link>
      <description>&lt;P&gt;Well it is not recommended to import the whole scene as a single mesh in to Stingray, you could merge or group if that geometry won't have any interaction, but if you want for instance a door to open or a chair to move, then I would recommend to import those separated.&lt;/P&gt;
&lt;P&gt;Either way once inside Stingray you could use the unit editor to arrange some properties per mesh items, but if you want them to move, then is better import them separated.&lt;/P&gt;
&lt;P&gt;Also remember it is a Game engine, so if you are working on a&amp;nbsp;12 floor tower, maybe it is not necessary to import the whole thing in a single scene, maybe you can divide your presentation in different levels.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Not sure how to share files using this forum, I always use a personal dropbox or yousend it.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 24 Jan 2017 17:22:41 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6827892#M7282</guid>
      <dc:creator>Francisco_Penaloza</dc:creator>
      <dc:date>2017-01-24T17:22:41Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6839635#M7346</link>
      <description>&lt;P&gt;Hi Francisco,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I understand your point but what I want to import into Stingray is a car, so would be easier for me importing it as an unique asset with the corresponding animations, if I do it separately would be quite complicate to assemble all the components in the correct position.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks!&lt;/P&gt;</description>
      <pubDate>Mon, 30 Jan 2017 08:51:50 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6839635#M7346</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-30T08:51:50Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6839639#M7347</link>
      <description>&lt;P&gt;Hi Paul,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Could I shared my .fbx file with you by dropbox so that you can have a look at it?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks!&lt;/P&gt;</description>
      <pubDate>Mon, 30 Jan 2017 08:53:17 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6839639#M7347</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-30T08:53:17Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6843757#M7382</link>
      <description>&lt;P&gt;Please either send us a dropbox link or post the file here if possible.&lt;/P&gt;</description>
      <pubDate>Tue, 31 Jan 2017 16:54:17 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6843757#M7382</guid>
      <dc:creator>__ben__</dc:creator>
      <dc:date>2017-01-31T16:54:17Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844141#M7394</link>
      <description>&lt;P&gt;Hi Ben,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Please see below the dropbox link to download the .fbx file.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;A href="https://www.dropbox.com/s/1s1m0nszixbqcmm/mustang.fbx?dl=0" target="_blank"&gt;https://www.dropbox.com/s/1s1m0nszixbqcmm/mustang.fbx?dl=0&lt;/A&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thank you for having a look at it!!&lt;/P&gt;</description>
      <pubDate>Tue, 31 Jan 2017 18:55:20 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844141#M7394</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-31T18:55:20Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844201#M7395</link>
      <description>&lt;P&gt;Appreciate the quick turnaround on the link! We'll have our engineering team try out your FBX.&lt;/P&gt;</description>
      <pubDate>Tue, 31 Jan 2017 19:13:43 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844201#M7395</guid>
      <dc:creator>__ben__</dc:creator>
      <dc:date>2017-01-31T19:13:43Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844357#M7397</link>
      <description>&lt;P&gt;This is a content issue: 1.2GB for a car is simply too large. Our developer opened the file in Max and was unable to work with it since Max became unresponsive due to the massive triangle count of 39 million triangles:&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="maxcount.png" style="width: 230px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/317683i313E6D181F83428F/image-size/large?v=v2&amp;amp;px=999" role="button" title="maxcount.png" alt="maxcount.png" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Out of curiosity, how did you create the FBX?&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;It will need to be simplified in order to work with Stingray or Max. If you generated the FBX from a CAD application there may be options to&amp;nbsp;produce a less detailed model. 1-3 million polys maximum with a performance hit, ideally much less.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Regards,&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Ben&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 31 Jan 2017 20:04:55 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844357#M7397</guid>
      <dc:creator>__ben__</dc:creator>
      <dc:date>2017-01-31T20:04:55Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844700#M7399</link>
      <description>&lt;P&gt;Upon further examination our engineers found that your FBX does in fact expose an engine bug in the data compiler. It uses more memory than it should. For your asset about 18GB RAM (2x the scene's actual size) should be used but it went beyond 70GB. We're working on a patch.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;That being said, the asset is still too large for real time usage so we recommend reducing the poly count.&lt;/P&gt;</description>
      <pubDate>Tue, 31 Jan 2017 22:35:52 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844700#M7399</guid>
      <dc:creator>__ben__</dc:creator>
      <dc:date>2017-01-31T22:35:52Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844740#M7400</link>
      <description>&lt;P&gt;well I did open that file on 3D Max, (maybe I have a better hardware) but indeed that file is too large for any game engine. &amp;nbsp;This model look pretty similar to those they use to do product shots. &amp;nbsp;Raytracing renderings.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Any ways I did imported the file, then use a pro optimizer to about 20%, then I applied a normal modifier to one side of the car, because the faces were facing the wrong way. &amp;nbsp;This is typical workflow because some CAD software do not mirror the normals, just the mesh.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Then applied a reset X form and merged the mesh.&lt;/P&gt;
&lt;P&gt;everything imported with no problems, no warnings.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 31 Jan 2017 22:52:49 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6844740#M7400</guid>
      <dc:creator>Francisco_Penaloza</dc:creator>
      <dc:date>2017-01-31T22:52:49Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6852552#M7431</link>
      <description>&lt;P&gt;Update: We've implemented a fix logged as GAME-21156 and that FBX will work in a future version of Stingray. It may render slowly due to the high poly count but it will load on a machine with enough memory.&lt;/P&gt;</description>
      <pubDate>Fri, 03 Feb 2017 16:42:56 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6852552#M7431</guid>
      <dc:creator>__ben__</dc:creator>
      <dc:date>2017-02-03T16:42:56Z</dc:date>
    </item>
    <item>
      <title>Re: Problem importing .fbx file</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6898242#M7855</link>
      <description>&lt;P&gt;Hi guys,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thank you very much for your time to have a look at the file and apologise for the late reply.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Certainly the model was created for ray-tracing renderings.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I understand that the size of the file and the poly count is too big to be imported into Stingray, good to hear that you found that bug in the engine and you were able to fix it, let's try with the release version of Stingray and see what happens :).&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Francisco, thanks for sharing as well the workflow that you followed in 3ds MAX, it should work like that but as I mentioned before doing it in that way I think you loose interactivity with the model parts once it is imported, but at least in that way I can get the model into my Stingray scene.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thank you!!&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 23 Feb 2017 12:40:51 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/problem-importing-fbx-file/m-p/6898242#M7855</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-02-23T12:40:51Z</dc:date>
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