I am little bit confused about the usability of the FBX importer…
I have written my own FBX exporter from my DCC software( using Autodesk fbx sdk), so far so good. It is able to export the whole scene (mstly static meshes)
But I don’t get some major gaps in the Unreal FBX importer, for example pivot. When exporting, i compute bbox, do a mesh transform to the local space and I use Lcl Transition to the world space,
so my meshes are placed correctly in the Unreal scene. But pivot is at (0,0,0). I have found some discussions about it, it is a known issue, but i have following questions:
- bounds are wrong. everything is still working, but are there some implications? performance? Is it used for some in-engine sorting etc? my meshes are hundreds of meters far from the origin, so the bounding sphere is huge.
- what is the workflow in existing games? nobody is constrained with this? really ale projects import all meshes to origin and do a placement in editor?
- what about some custom data, that may be transfered through the fbx? no support for it? nobody is using custom data passed between dcc and unreal?
- what abouty collision mesh? nobody is restricted with the limitation for fbx with multiple meshes?
sorry for questions but I am probably missing something, because i don’t understand how fbx importer can be used in large scale projects, but i looks that some games were definitely released with these constaints