@Manuel yes, I'd be happy to discuss via mail. Support for this would be a game changer for me!
Posts made by niestudio
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RE: Metadata Supported for FBX Imports?
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RE: Metadata Supported for FBX Imports?
Hi @Manuel,
Wondering if there has been any progress on C4D supporting FBX metadata. The data included in the files I use is "mission critical" to my work, so I have to go through so many hoops and time consuming workarounds to access and transfer that data into my project.
Right now I convert the fbx to ascii so that I can read it in a text editor and find the data I need.
I don't know what all kind of data is possible either, but I can show you what data I am looking for:These are the properties added on just one null in the fbx file, and there are hundreds that I need to read.
The main one I look for is the "BodyStyleTrim" propertyModel: 4485161472, "Model::HOOD_BIW_", "Null" { Version: 232 Properties70: { P: "InheritType", "enum", "", "",1 P: "DefaultAttributeIndex", "int", "Integer", "",0 P: "QUID", "KString", "", "A+U", "{c8918b4e-08f2-497a-b230-8bcbaf7cfed6}" P: "VVP_CATEGORY", "KString", "", "A+U", "VVP_EXT,VVP_BIW" P: "COMPONENT_SELECTION", "KString", "", "A+U", "CAR_BODY" P: "ANIM_CATEGORY", "KString", "", "A+U", "HOOD" P: "BodyStyleTrim", "KString", "", "A+U", "KA/THRS/AG8/LHD/EXL/S,KA/THRS/AH8/LHD/SPORTL/S,KC/THRX/CG7/LHD/LX/S,KA/THRS/AK5/LHD/TRG/S,KC/THRX/CH5/LHD/EX/S,KC/THRX/CK5/LHD/EXLNAV/S,KC/THRX/CJ5/LHD/EXR/S,KX/THRX/XC8/LHD/EXL/S,/RESET/ON///S,KA/THRS/AL5/LHD/ELITE/S,KC/THRX/CL5/LHD/EXLRES/S,KC/THRX/CM5/LHD/TRG/S,KX/THRX/XD8/LHD/TRG/S" P: "CODE", "KString", "", "A+U", "BASE" } Culling: "CullingOff" }
In Blender's FBX import and export dialogs there is a tick box for "Custom Properties". With that ticked the data comes in as expected and looks like this in the UI:
If this metadata support is still not in the roadmap, can you confirm whether or not C4D discards that data on import?
If the data is not discarded, perhaps I can hire a python developer to help me scrape file and present the data somehow.Thanks,
Daniel