Ok im starting to get really frustrated.
So nearly everything i have tried try doing to load a rigged textured fbx will NOT work.
To be honest i could care 2 bits about loading a 15 year old model dude.fbx but since this is the only tutorial i can find i have been trying.
The sad part is even visual studio can load the model in its viewer.
Loading new fbx models without embedded textures works but the resulting model data after being loaded in, doesn’t properly contain the texture information that relates to each bone
From initial tests the bone mesh vertice data was all on the root bone as well im not 100 on that. Either way i can only use one texture as no texture info is passed into the model.
__________________ output_________
Bone: RootNode
|_Meshes: None so no MeshParts either
|_Children(4)...
Bone: Cube Parent: RootNode
|_Mesh: Cube
|_MeshParts: 1
|_MeshPart[0]... primitive count:960
|_Effects: 1
: Microsoft.Xna.Framework.Graphics.EffectParameter
|_No Children
Bone: Lamp Parent: RootNode
|_Meshes: None so no MeshParts either
|_No Children
Bone: Camera Parent: RootNode
|_Meshes: None so no MeshParts either
|_No Children
Bone: Armature Parent: RootNode
|_Meshes: None so no MeshParts either
|_Children(1)...
Bone: rootBone Parent: Armature
|_Meshes: None so no MeshParts either
|_Children(1)...
Bone: topBone Parent: rootBone
|_Meshes: None so no MeshParts either
|_Children(1)...
Bone: topBone_end Parent: topBone
|_Meshes: None so no MeshParts either
|_No Children
In reality above the rootBone is the base for the topBone and both should have a separate lists of vertice meshparts as these are weighted and part of the mesh is shared between bones.
Though that might be a blender exporting issue.
So writing my own skin shader bone animator and manipulator here is a no go. The importer simply doesn’t put all the information into the model data properly at all, so the requisite information is missing.
Further there is no example fbx i know were to download that has been verified to actually work in monogame even for testing.
Loading embedded fbx model textures are a problem.
loading old fbx files that (don’t) have embedded textures are a problem.
With the fbx importer or the assimp importer.
Using the skinned effect Or not using it makes no difference…
If i cant load the model texture properly and get at the model bone mesh information.
Im not even sure why there is a skinned effect if we don’t have a skinned importer ?
When i load the dude regularly it looks for the textures in the project folder. Instead of the content folder.
If i put them in the project folder it fails to load them with a different error of course.
When i update dude.fbx using the autodesk 2013 tool either with or without embeding the pipline fails to even generate a xnb in one of two different ways.
The old dude.fbx or the converted version fails to even import in blender.
So i cant fix the old ones there.
I download and poped open nkasts version
It had 80+ errors just loading it up, needless to say at this point i just closed it.
.
.
So trying with a new blender made fbx.
When i tried updateing the skinned model processor or the better skinned to load in all the data properly so i could get at it. I cant get the processor to show up in the pipeline tool. …argg…
When i tried with the better skinned example same problem.
Since i don’t have xna installed (which i doubt i could even do it if i wanted to now which i absolutely don’t want to and shouldn’t have to, As vs2017 refuses to even try) i can’t see what the original project directory or reference structure looks like so it might or might not be something im doing on that side.
But neither example i have has a custom importer dunno if that matters.
As im not a content pipeline guru. Yet im not completely new if its this hard for me i can only imagine a new person trying to load his model.
It might be that im using the portable maybe not i dunno at this point because absolutely nothing seems to work in any sort of consistent manner. If i try to just plug into the regular content pipeline i have other errors. I tried reversing my class library dependancys all sorts of stuff.
Just nothing.
What i can do is load a regular blender fbx with a texture not embeded in it and get it up and running like that as the uv and vertice information on a single mesh with no bones seems ok that’s about it.
Since 99% of everything i find is outdated or just doesn’t work right.
I need some sort of starting point and google is no help here any help is appreciated.
Re:Edit:
Well after going at it all day and looking at source code a mile long that reference tons of other stuff that is out of date or wont work on its own or that wont compile. As well as due to the lack of input on this.
I think its easier to just stop wasting time and just write a parser im going to start with the ascii 6.1 fbx output of blender for now (which even that looks obtuse and overly complicated) until a simpler solution is presented that works.