FBX Export vertex weights on genesis

edited December 1969 in The Commons

Hi,

I m trying to assess Daz3D and its use in game development before I drop $500 for the license and so far the few tests I had with static objects were good. I m now attempting animated figures and running into some issues. Exporting a static full-resolution genesis as fbx works great until I try to read skinning info. That's when the object gets distorted to the point where it doesn't even resemble a human figure. I believe I've traced it down to really high vertex weight values. My shader (like most skinning shaders) expects vertex weights to be in range of 0 to 1, but vertex weights stored in FBX file for genesis are for example

Weights: 1110473600,1809262720,1546078080,1475956736,889820672,711207744,563756224,47807052,720316992,573127616,890672576,876484480

This doesn't make much sense to me - they are very high integer numbers instead of small floats. Also if I try to import this file into 3ds max it looks like it's working OK. So there must be some alternate representation of vertex weights or maybe some option to put them into a normal 0 - 1 range , but I m not sure what.

Does anyone have any ideas about this ?

Thanks. !

Comments

  • edited December 2013

    I figured it out - the issue was that these vertices apparently are not normalized. Once I found out that was the issue the fix was simple in software - I simply normalize them as I parse out the file. But now my question is - does anyone know if there's a way to export FBX with normalized vertex weights ?

    Thanks

    Post edited by trogdortheburninator on
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