Anyone have experience with how to properly set up a blender FBX project in aximmetry? I followed a tutorial on YT but they were using a static video/billboard whereas I am trying to use a live camera. The bottom is the blender fbx file (cam, scene node, light, living room)- The tutorial file is a baked ue project from aximmetry that does work properly. My issue is when I move my camera, my scene doesn't move from my blender fbx file and I think it's because i don't have that control data input. Anyone know of a better way to do this?
Also just read in the support documents something that seems to imply that my having studio DE is the problem. Is it true that SE is the only one that works with Fbx files?
Hi,
If you want Unreal the render the FBX file,
Then you need to import the FBX in Unreal Editor for Aximmetry. Follow the instructions described in Unreal's documentation here to import the FBX file: https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-scene-import-in-unreal-engine?application_version=5.3
In Aximmetry, you do not need the FBX file, you only need the cooked Unreal project:
Learn more about cooking and creating your Unreal project for Aximmetry here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/obtaining-graphics-and-virtual-assets/creating-content/creating-content-for-aximmetry-de/preparing-the-unreal-project/
If you want Aximmetry to render the FBX file
Then you won't need an Unreal node in Aximmetry and you will need a camera compound that is not made for Unreal, such as [Common_Studio]:Camera\TrackedCam\TrackedCam_3-Cam.xcomp.
Additionally, instead of using the Camera module, you probably want to start with a Render General compound from [Common_Studio]:Compounds\Render\. These compounds can be easily connected to the camera compound (TrackedCam_3-Cam.xcomp).
We have complete documentation on how to use Aximmetry to render your scene, including importing FBX models: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/obtaining-graphics-and-virtual-assets/creating-content/creating-content-in-aximmetry-se/introduction/
Warmest regards,