[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG


Thread archived.
You cannot reply anymore.



File: images (24).jpg (15 KB, 500x312)
15 KB
15 KB JPG
What's the difference between an obj and an fbx? We got asked that in a test today and I think I fucked it up.

It's mainly the animation capabilities right? For static objects, there's no reason not to use an .obj right?

Pic related they are cute ducks that a thread died for
>>
>>694280
as far as I know, obj files save information about the mesh, fbx files save a lot more information about the behaviour of the mesh, that is why you can save animations in fbx files.
So you might be correct, but the main difference I think is because of the memory optimization, if you just need simple mesh information (as in a static object) you don't really need an fbx file.
>>
OBJ is a universal format that only stores vertices, faces, normals, and UVs, and can be paired with an MTL file to link up a material to the mesh. It's among the simplest ways to save and transfer a basic polygon mesh, and every piece of software can read it.

FBX is a proprietary Autodesk format that can hold the same information, but also a fuckton of other shit. It can essentially contain an entire scene, with lights, cameras, bones/rigging, animation tracks, various tags (like phong, poses, etc.) and is a good go-between format to carry as much information as possible from one program to another. Most programs can read/write FBX, although it can be a smidge finnicky when importing complex rigs.

If you're just moving a single mesh between programs, then sure, an OBJ is good enough. If you have complex materials, rigging, multiple objects, or pretty much anything else aside from a single untextured mesh, then use FBX or a similarly robust format.
>>
>>694285
Okay so if I was just gonna move a table to another program, I'd probably just use obj, but if I wanted to send a table and 4 chairs together as a set, it would be better to use fbx as it can understand them?
>>
>>694301
Pretty sure you could still export multiple models in a single OBJ, but yeah. It's more like "I want the whole thing to remain as a layered hierarchy with each chair leg as a separate object".
>>
instead of asking stupid questions here where you get stupid answers to your stupid question, why not actually open the file as ASCII and see for yourself what exactly is being exported.
>>
>>694312
Both the answers he got were solid
Try taking the have sex pill you grumpy autistic blendlet
>>
>>694312
E D G Y
>>
>>694317
And both answers could be found quickly by fucking google in a matter of (milli)seconds.
The sentiment of the other anon is completely understandable.
Nobody EVER should expect to be treated nice, who doesn't show the courtesy of putting some effort into answering questions for himself by just fucking type it into google.

Amount of sex, grumpiness, age and choice of software has nothing to do with it you fucking stinking and retarded ADD and AIDS invested subhuman pile of shit and flesh.
>>
>>694335
Dilate
>>
>>694335
Yikes.
>>
>>694355
Stop projecting shitbird.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.