First of all I realy like this tool. I'm searched long time such tool which allowed me to view different mocap files. Thank you for sharing this great tool!
I have few suggestion for new versions of this tool:
1. "Mesh" mode for mocap skeletons. In ver 1.0 of FBX Review mocap skeleton bones diplayed as lines, will be great if bones can be shown as mesh objects.
2. Snapshot viewport to image file (.png/.jpg)
3. Animated snapshot viewport to (.avi).
Hi RGhost77,
I'm super stoked that you like the app! This post made me realize I don't think we had set up a more direct, trackable feedback system like we have for other products, so I'll check into that.
Your suggestions are great. In the Windows 8 version you can take snapshots and send them to your email client automatically through the Windows charm bar (swipe in from the right bezel).
Keep sending feedback, our small team is very appreciative of it. I'll make a post if we set up something along the lines of UserVoice.
Cheers,
wes
This is a really cool Idea and i'm excited to start using this in my workflow. I hope it continues to get further developed (I posted another thread on hear about .bip support). If there will be a feedback/beta program, please consider signing me up!
Cheers!
1. I would like to turn on anti-aliasing.
2. I would like a built in ground plane/infinity wall.
3. Easy way to map to textures.
4. I use FBX to export to UDK, I would like to see the hidden meshes that I am exporting for morph targets. (Need ability to turn on and off)
5. Morph targets need to work when playing animation as well. (In UDK you can set this up fairly easy)
6. Wireframe needs to be quad view if possible. (With line smoothing)
7. Wire line size control would be nice as well.
8. Preset turntable camera.
You can get real fullscreen by pressing the default Microsoft Windows shortcut for activating fullscreen, Alt+Enter. However, the file open dialog won't work in fullscreen, unless you use the Windows 8 (Store) version.
It would be very helpful to see the name of the imported FBX displayed somewhere, possible the application window title line. Otherwise, it's difficult to know the name to make notes on during a review.
Thanks,
John
Good suggestion John. I just added that so now the "scene statistics" heads-up display now includes the scene (file) name.
I'm going to improve how bones look in the future, but I wonder what additional information you would get if they were 3D meshes instead of lines?
If you use the Windows 8 app version, you can do easy screenshot via the Charm bar 'Share' button. Otherwise, you can simply use Alt+PrintScreen to take a screenshot of the app and paste it anywhere you like.
I don't think we'll ever add rendering to .avi because the goal of this tool is really to allow people to see their content in 3D rather than a rendered video.
Thanks! Signing up now!
Nice viewer, but lacks a scrolling for the Take menu, I have some files with many takes, that I can not see, even if I set the interface to 50% at a resolution of 1920x1080.
Sorry if my english is not good
Great product so far, really helpful for Maya->Unity work without having to open either package for reviews 😃
Being able to queue up multiple FBX animations to review == huge time saver. Maybe some list view to select an FBX from some rooted directory?
Being able to set in-out points.
We review a lot of Mixamo stuff, and sometimes their format pads the animations from the tail 1000+ frames. Yeah I dont know either, but the point is, Quicktime Pro lets you set in/out loop points, would be nice.
Being able to move the camera from the keyboard would also be nice. WASD? maybe to orbit around the focal point might be good enough to start. It is nice to be able to move the camera AND go frame by frame. Currently you can't even do this with the mouse and keyboard, they seem exclusive to each other.
I am also having a texture problem. The textures are embeded, and look fine in QT, and Maya, but in here it builds a folder alongside my .fbx with an .fbm extension and exports all the textures into that. Neato, but weird, and not what I would expect (dumping my textures to a folder).
The textures are all PNG (dif, spec, norm).
And yes, I am already in the beta for a few AD products, I will go ahead and add this one from the sub area.
Cheers.
1. Queue up multiple files for review: As a work-around for now you can open a file browsing explorer window and drag&drop the files directly into FBX Review. That will surely be quicker than using the Open button.
2. Adding the ability to set in/out points in the timeline can be done before you export your FBX file in your favorite content creation tool. However, I agree that it would be nice to be able to set the in/out points directly in FBX Review without changing the original file.
3. That seems to be the same thing as point 2 above.
4. I've thought to add a game-like camera movement so that will surely be something I'll try to implement as soon as I have time for it (wasd movements + mouse look around instead of orbit). As for the other point, looks like a bug, I will check if I can make it work with both keyboard and mouse at once, so you can advance frames while orbiting.
5. If you are using the Windows 8 Store version, we have some technical limitations due to the sandbox model of these apps. In other words, if the you open reference any external files, these won't load whatever you do. This is not an issue with the desktop version (Windows 7 build).
Currently, this is the expected behavior that your embedded content is dumped in the .fbm folder, along side your FBX file, but we can certainly improve it so that they get extracted in your system's temporary folder instead. In any case, we need to extract them so that we can import them later.
Right now FBX Review is able to load PNG, TGA, TIF, GIF, BMP, JPEG and DDS texture files. However, our TGA reader is limited to uncompressed files at the moment, that's something we are planning to fix soon. We're also planning to add HDR/EXR support asap.
Thanks for your feedback, and yes please post it on the FBX beta program, that will help us a lot!
@RobertGoulet wrote:I'm going to improve how bones look in the future, but I wonder what additional information you would get if they were 3D meshes instead of lines?
I think will be good if bones will be represented same as in Motionbuilder. It is important to see axis of bones alignment. Also bones meshes must have parameter to change it size interactively.
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