Difference between the FBX 6.1.0 and 7.1.0 specifications? - animation

I'm using Blender to export bone animations to the FBX file format, for consumption by Assimp. The latest version of Assimp supports FBX versions 7.1.0 through 7.3.0 (See lines 298-301). Blender exports to version 6.1.0.
Is there a major difference between 6.1.0 and 7.1.0?
I'm wondering if I can just manually edit the exported file and change the version to 7.1.0, just to make Assimp happy.

The new version of blender now has an update FBX-exporter. The specific changes can be found here
http://code.blender.org/index.php/2014/06/supporting-game-developers-with-blender-2-71/
The old version had problems with smoothing groups and including animations, besides many other points. If Assimp can read the new FBX you may want to give it a try.

Related

Blender throwing warning while adding threejs addon

I am not a 3d modeller, and new to jeeliz face filter git library. I am trying to convert one necklest.gltf 3d model to threejs(json format) using below link.
Steps for adding threejs exporter in blender
All the steps I have followed but at the end when I am checking the checkbox to enable it, its saying "upgrade to 2.8x req".
I am using blender 2.81a. I have tested on 2.81 also still not working.
Kindly help.
It's not recommended to use the JSON Blender exporter anymore. Export your models to glTF instead and then use THREE.GLTFLoader. Notice that the exporter was removed with R93 in May 2018. Just three month after the article at medium.com was published.
three.js R113
To expand on Mugen's answer, the Blender Three.js JSON exporter was written for the previous version of Blender 2.7x. When Blender 2.8 came out, it revamped almost every aspect of its engine, and the JSON exporter is no longer supported. However, it's been replaced with a much more efficient exporter you can find in File > Export > glTF 2.0. You can read about it here.
Once you have exported your GLTF file, you can import it into Three.js with THREE.GLTFLoader.

Label Image scale issue in Codename one library 3.3

We are using the following code to download image from our server and display it with a label:
ImageDownloadService.createImageToStorage(IconSrc, label, IconSrc,
new Dimension(width,height), ImageDownloadService.PRIORITY_NORMAL);
After upgrading to the latest library 3.3, theimages are no longer scaled properly. It either only shows one corner of the image or scales the image up to fill the entire space.
This issue does not occur once I fall back to the older library 3.2.
Looking at the code of ImageDownloadService I don't quite understand how this functionality worked in the past.
We don't really use that class internally and have recommended that developers migrate to the far superior URLImage class. I'll have a look at trying to fix that regression but I'd strongly suggest you migrate your code to the newer API.

Swiffy 7.3 doesn't work with older swiffy files

I've been using swiffy5 to convert flash files with simple animations into swiffyobjects. Google has recently updated swiffy to version 7.3 which is incompatible with the swiffy5 runtime file. Swiffy objects made up until now are also incompatible with the swiffy 7.3 runtime file. Is there anyway to convert flash files using older versions of swiffy?

KineticJS-saveImagedata() , Problems updating to new kineticjs library

I used kinetic-v3.10.4.js for almost all my work.
Now the requirement changed and I need to add few more functionality that are available in newer versions.
So I started using kinetic-v4.0.1.js.
I made a sample file and it is working fine but few functions like saveImageData();,DetectionType.etc. are not working in 4.0.1 as they have been updated and instead of saveImageData(), createBufferImage() is the new function.
I am redoing everything with kinetic v4.0.1 now.
I can't find the old example in the website that was using createBufferImage() for image event detection as it has been updated to 4.3.3
So anyone having any old example that help in pixel detection/image detection with 4.0.1
How about searching from archived internet contents, archive.org
http://web.archive.org/web/*/http://html5canvastutorials.com

Export animations from cinema4d to blender

I've been trying to get some animated models from c4d into Blender all day. The models transfer fine, but the animations don't. I've used COLLADA, 3ds and obj file types but none are successful.
I need to get the files into Blender as I'm trying to get them into three.js. I have had a look at http://disturbmedia.com/blog/tag/threejs/ for c4d>threejs but the python console is throwing up errors.
Does anyone have any thoughts?
I'm using v12 of c4d and v2.59 of blender if that's any help.
I was facing a similar issue a couple of years ago, as you can see in this answer
and I ended up writing a Python script.
The post from the blog at work on three.js was also written by me and is also old.
It was written for C4D R11.5 and the API changed a bit. Vincent was kind enough to branch from my GitHub repository and update that script, which you can get from his repository.
Still the three.js script only exports geometry/meshes, but doesn't handle animation at all (morphing was not supported in three.js at the time I wrote the script (release 32))
If you want to export geometry+animation tracks(position,rotation,scale,and morphs(PLA)), you might something like an updated version of the script I had. Since it's almost two years old, it works for C4D R11.5 and Blender 2.49.
You can see a recording of how it worked here.
Still, as I mentioned above, the C4D R12 Python API changed a bit and the Blender Python API changed completely as they went for Python 3.0 from Blender 2.50 upwards.
Unfortunately, I can't commit to updating that soon due to time constraints, but I can explain/comment/share the old code if it helps.
Another thing that comes to mind is to use the older versions(C4D R11.5 and Blender 2.49), but it seems like a long way around it and maybe not all the features you use in R12 are supported in R11.5 (not sure).

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