FBX is the format used by the Filmbox software and is now renamed MotionBuilder.
Because MotionBuilder play is the platform of Action making, so in front of the modeling and back-end rendering also depend on the cooperation of other software, so motionbuilder in the transformation of the file naturally a kung fu.
So the biggest use of FBX is to use the interaction of model, material, motion and camera information between software such as Max, Maya, Softimage, etc., so that the advantages of software such as Max and Maya can be played. It can be said that the FBX scheme is the best mutual guidance program.
Model article
The conversion of models is believed to be the most common requirement. The point to point line of the situation is the most simple, fbx in this part of the performance is very good, the multilateral model is basically exact.
Interestingly, in Max, the same topological model, if the mesh is turned out, will become triangular surface, with poly output is the beautiful Four Corners (Maya does not have this problem, because Maya only polygon), and Max input FBX model, will become mesh form.
What is more, fbx incredibly able to retain nurbs-such as using Maya to turn out a model with NURBS, the same fbx file, if the input with Max will automatically turn into mesh, with Maya input words or nurbs~ more magical is again from the XSI Output a NURBS model to Maya, still retains the unrbs format (ok!). Max's nurbs is really super waste wood.
Here is a little trick, in Maya if the output nurbs to FBX, into the max will turn into mesh, in the Maya when you can press 1 keys, will show the smoothness of lower, so out of the model data will be much smaller, to the max to execute Meshsmooth can be.
The next point is important to avoid the use of unequal scaling, if useful to, Max in the Hierarchy->reset field has two sets of buttons, click the transform and scale, the real displacement scaling to zero the amount of deformation, and then to the utilities surface version, Click Reset Xform or convert the scale to zero at a time. Maya uses the freeze transformation. This model of conversion does not appear to be disorderly flying.
Material and Lighting
Material
Aspect, can retain the MAX or MAYA polygon map axis information (NURBS UV not), material properties of the ball, there are some can be retained, can turn even if earned, shader will turn into Phong Shader,diffuse (MAX) corresponding to color (MAYA), Opacity (MAX) corresponds to Transparency (MAYA) .... Other, and so on, the color conversion is correct, but it is a pity that some of the value of the corresponding is not very ideal, this also invites friends to compare themselves, I do not trust this point, after all, the same value in different software does not necessarily produce the same effect.
In the transfer, often feel over the feeling, how to play the light is not right, in fact, after the transfer, FBX will automatically put Max Enviroment>global lighting>ambient set to 50% of Gray, lower can, As for things go to Maya will be the ambient of each material set to 0.588, all selected to use attrib sprend sheet a low.
The part of the map, needless to say only to bitmap (files) of the map, in addition to retain only the diffuse this channel, the rest of the other parts to be specified, hope that the new version can provide support (basically support bump and opacity is very moved)
FBX after the conversion, each individual model will be produced a new material, so it will be found in the material editor has a lot of material ball (especially Maya will look terrible), so before the conversion, can first attach or combine together, save trouble sorting.
If the model from Maya, if not on the map set UV, with Max will be given a material, in the diffuse place will add a bitmap (but empty-maya ghost), At this time with the max figure will appear without UVWMAP warning message, must manually add Uvwmap, or in Maya first disassemble UV.
In addition, sometimes it will produce the normal vector direction of the problem, open 2side or the normal instruction correction.
Standard three kinds of light source, spotlight turn into Spotlight, Onmi turn to point light,directlight turn directlight, location, direction will not have problems, lighting intensity: multiplier corresponding to intensity, Color, Spotlight cone angle will be retained, but as mentioned earlier, the same number does not represent the same effect.
Some of the more special lighting types, such as Maya's Ambientlight, Volume light, Max's skylight ... is turned into a virtual object such as a helper. Shadow part of the property will not be retained, so the FBX light conversion is full of chicken, mainly to the role of the bar!
"Heard" there is a call ohm format, you can smooth the conversion of light properties, but the big six months later, it seems that the staircase is still only heard the stage.