Installation:
- Reset the Default Context if any toolbars have been modified
- install the persistent base if not already installed
- install the rsx plugin if it is not already installed
- drag the node into the link editor
- delete the node from the scene after install is complete
Installation also includes
- SkeletonStart2 in the "Biped Limbs" library
- DefaultModelTextureShader in the "Shaders - Model Shaders" library
- ConstantAlpha in the "Shaders - Alpha Shaders" library
Usage:
- Left click to open the export panel floating.
- Right click to open the export panel in the stack.
- switch aspects as needed
works with null objects
works with vertex color tools
works with fix bitmap texture references
works with convert light types. Is useful for converting infinite lights to shadow casting directional lights
A sample video on how to install an rsx plugin for truespace can be found here. The video is for installing the Indigo Renderer, but it uses a similar rsx plugin.
Go to Bind Pose - sets the timeline to frame -10 where a key for the bind/default pose is expected to be found.
Material instancing - export scene instanced materials.
This will fall back to non-instanced if no global materials node is found.
Export Animation - saves object animations
Single Animation Clip - save all animations in one take (fbx 2015 option) otherwise each clip will become a take in the fbx file. this will disable the keyframes only option
Keyframes Only - will export the keyframes instead of the baked animation.
linear interpolation will export as linear fbx, bezier and custom bezier will export as cubic interpolation, constant min and constant max will export as constant fbx interpolation.
The interpolation handles are not translated only the key interpolation type.
Will be ignored if the Single Animation Clip option is checked
some will import as linear, maybe because of no handles
Export Selected Only - if unchecked the entire scene will export.
When checked will export the selected scene level objects.
If the selection is a single 2D encapsulation then the exporter will behave the same as a scene export,
but with the scene replaced by the 2D encapsulation object.
Export Scale - scaling multiplier for the export
Export - saves an fbx file to disk.
Embed Media - will include textures within the fbx binary file
Absolute Texture Path - will use the absolute instead of the relative paths for texture files
Export Cameras - save cameras to the fbx file
Export Lights - save lights to the fbx file
Export Mesh Instances - will export mesh instances based on the unreal plugin static mesh tags. The mesh whos name matches the tag will be the basis for the exported instances. This mesh needs to be visible in the scene.
Add 180 Yaw Transform - export with an additional 180 degrees transform in the Z axis
- needs more testing for use case
not finding anything useful for this export option(aug 2025)
Add 180 Yaw Mesh - export with mesh vertices transformed by 180 degrees in the Z axis.
Use when exporting to Unreal so the mesh orientation matches.
Triangulate - export meshes as triangulated
UV2 to Diffuse Channel - place UV set #2 into the diffuse channel, uncheck to place in the bump channel
Meshes No Transform - will export meshes without matrix data as if the mesh was centered on the scene origin
Mode - export mode
- default - fbx Z up default
- blender - adds the actor node as the top of the skeleton hierarchy
- worldspace - uses world transform instead of local transform. actors export as null objects. does not use the keyframe only option(result is always baked motion). child items need at least a keyframe at the start and a keyframe at the end of the sequence
-
3dsmax - Z up mode, does not produce good skeletal mesh exports, simple non-skeletal meshes and their animations seem ok... so far
- unreallink - unreal link mode - in development
Version - option to save specific FBX versions:
FBX2019, FBX2018, FBX2016, FBX2014, FBX2013, FBX2012, FBX2011, FBX2010, FBX2009
LOD name - name for LOD group, if blank will use "LOD_" + node name
Make LOD - place selected static meshes into an LOD group
Instance Tag - the name of the instanced mesh
Set Instance Tag - add a mesh instancing tag to the selected mesh objects.
If the tag matches the mesh name then it will be the reference mesh source for the instancing.
If blank the tag will be removed.
Select - will select all the meshes that have a matching instance tag.
If the Instance Tag is blank it will select all meshes that have any instance tag assigned to them.
Show and Hide - will visually mark all the meshes in the scene that match the Instance Tag.
If the Instance Tag is blank it will mark all meshes that have any instance tag assigned to them.
New Skeleton - press this button to create a skeleton starting point
press the "Esc" key to cancel a batch export
batch file format - drop down list of the fbx sdk export formats
batch export - will export items individually instead of into a single fbx file, file names will come from each item
set batch path - choose a folder to receive the files
batch file name and batch animation clip name
are used internally by the batch process and by external scripts that use the batch process (the Unreal batch exporter uses these fields)
Open glTF Conversion Panel - use external tool to convert fbx to gltf files
Scene Metadata - define document information values for title, subject,author,keywords,revision,comment
Custom Metadata - Add a script node to the object or scene. Name it "Metadata". Add connectors for integer, number, string or boolean types to store the metadata.
Probably better to use the GLTF Exporter instead of the conversion panel
FBX to GLTF
external tool for fbx to gltf conversion - https://github.com/facebookincubator/FBX2glTF/releases
Usage:
- Setup tab - set the file location for the gltf2fbx tool - one time setup
- Select fbx file and press convert to generate a gltf file in the same location
Export Notes:
Animation - loads animation data
take - the number of the animation to import.
0 will read the first one in the file.
A value larger than the number of takes will display a series of message boxes to select the take.
Choose a take - Press the "No" button until the desired take is highlighted with "**", then press "Yes"
Only Animation - read only the animation data for actors
Materials - when unchecked only color values are imported
Instancing - import as scene instanced materials.
Cameras - load cameras from the file
Lights - load lights from the file
Convert to Z-up - pressing this button will activate the fbx function to convert the imported file to a z up orientation. Uncheck for y up.
Add 180 Yaw Transform - add an additional 180 degrees transform to the Z axis rotations
- needs more testing for use case
not finding anything useful for this import option(aug 2025)
Add 180 Yaw Mesh - apply a transform of 180 degrees in the Z axis on the mesh vertices.
Requires use of Convert to Z-up?
Use for unreal level import so meshes line up and it does not affect the lights and cameras.
Import Scale - control overall size of imported objects
Import - press to import an fbx, 3ds, obj, dxf, abc or other supported file formats.
Transfer Bind Pose - transfer the bind pose from the blue indicators to the skeleton. If it does not line up afterward, run it again.
If the mesh does not line up with the skeleton, fix it manually, before skinning
Skin - completes the import process for skeletal meshes by skinning from a data node provided by the plugin
Transfer Animations - transfer the animations from the yellow animation indicators to the actor.
Always run for non-animated actor out of position
This will also transform the actor with no animations when the fbx file has a transformed parent node.
Convert Nulls - convert imported objects marked as nulls into truespace nulls,
works on the whole scene but limits to those items marked with tempnull
Clean Import - delete temporary data, BONESBIND_ and BONESANIM_ collections and integrate into the scene removing the temporary FBX group
Randomize Materials - if scene instancing and different materials in the file have identical appearance, truespace will combine them causing material errors.
check to randomly alter the material parameters to keep the materials distinct - needed for some unreal imports
Alpha
- Invert - some files have reverse alpha/transparency values in the materials relative to truespace. Use this option to flip the alpha values imported.
- Ignore - ignores the alpha value in the imported file
Skeleton Nodes as Joints - interpret collada joints as joint and create an extra bone at the last joint in a chain so it can be used as a deformer.
Otherwise reads collada joints as bones ignoring the last joint in a chain.
Adds a leaf joint to the end of the skeleton chains.
Convex Polygon - creates a polygon from a fan type arrangement of triangles. This is good for most cases. When unchecked concave polygons will import properly, but it is
unstable and may crash truespace in some cases. The unchecked state is based on code from http://alxr.usatlas.bnl.gov/lxr/source/atlas/DetectorDescription/GeoModel/GeoModelKernel/src/ by Thomas Kittelmann adapted from code poly2tri by Liang, Wu, it needs further modification to work smoothly with trueSpace.
Mesh as Nulls - creates a cube with no materials for each mesh in the file. good for importing large numbers of items where only the transform properties are important
Null Size set size of the cubes that represent nulls
Scale Unity makes it possible to import actors that have scaled skeletons by forcing a scale of 1. Animations from these scaled skeletons cannot be imported.
Convert Parents to Groups - some formats import in a parent child type heirarchy. This button converts these nodes into truespace style groups
Clear Scene - delete all items in the scene
Animation - loads animation data
take - the number of the animation to import.
0 will read the first one in the file.
A value larger than the number of takes will display a series of message boxes to select the take.
Choose a take - Press the "No" button until the desired take is highlighted with "**", then press "Yes"
Only Animation - read only the animation data for actors
Skeleton Nodes as Joints - interpret collada joints as joint and create an extra bone at the last joint in a chain so it can be used as a deformer. Otherwise reads collada joints as bones ignoring the last joint in a chain.
Null Size set size of the cubes that represent nulls
Convert to Z-up - pressing this button will activate the fbx function to convert the imported file to a z up orientation. Uncheck for y up.
Add 180 Yaw Transform - add an additional 180 degrees transform to the Z axis rotations
- needs more testing for use case
not finding anything useful for this export option(aug 2025)
Add 180 Yaw Mesh - apply a transform of 180 degrees in the Z axis on the mesh vertices.
Requires use of Convert to Z-up?
Use for unreal level import so meshes line up and it does not affect the lights and cameras.
Import Scale - control overall size of imported objects
Import - press to import an fbx, 3ds, obj, dxf, abc or other supported file formats
Source - select the BONESANIM_xxx node that contains the animation to copy and press to set it
Actor - select the actor to recieve the animation and press to set it
Transfer Animation - copy the animation from the fake yellow source skeleton to the actual actor/skeleton
This section may be obsolete because of new techniques that are used to enable multiple imports via encapsulation.
Auto Encapsulation - 0 = off, otherwise makes encapsulations with the indicated number of imported items per encapsulation
activate sliced mode - an fbx file with a large number of items will crash truespace. Use this option to import the file a piece at a time. The resulting meshes can be combined with booleans or encapsulated to reduce the number of nodes in a scene and the next import will load the next section of the file. Use with slice batch for a slightly smoother user experience.
num items per slice - the number of objects that will import when in sliced mode. Each time the import is run this many nodes will import.
next import node - this field keeps track of the next starting point for importing in sliced mode. It will be blank when the last section of the file has been imported. Do not type anything in this field.
slice batch - used to keep track of the current file when in slice mode so the user does not need to use a file dialog between slice imports
Import Scale - size multiplier
Import - press to import an fbx, 3ds, obj, dxf, abc or other supported file formats
Import Notes:
- the first 2 uv sets will import
- NURBS patches are automatically converted to polygon meshes.
- The importer will replace all non-alphanumeric characters with underscores.
- BHV files import sideways.
- Collada file exported from truespace will not line up when imported and light and camera angles will be wrong
- use Collada Import for better import of Collada files
- when using slice mode it may be a good idea to:
- restart truespace between imports
There is some kind of memory leak in the import process, so files with many items can crash truespace.
To load these files uncheck the import materials option or try scene instanced material import.
A large number of import items can make the link editor unwieldy and slow. To load these files :
- uncheck the material import to prevent crashes
- set auto encapsulate to 25 so that items are grouped in sets of 25 nodes
- activate slice mode
- number of items per slice to about 150 or less
- set slice batch so that it remembers the file and doesn't open a file dialog each time the plugin is run
- import
- repeat the import until the slice mode inputs are cleared. this indicates that the end of the file has been reached.
only import animation/xfer anim uses a temporary fake skeleton to load skeletal animations. the name will be something like BONES_ANIM_XXX where XXX is the name of the skeleton
can import more animations to one object by making new animation tracks and disabling the other tracks before loading a new animation
the imported material node will contain a Name node with a Name attribute so the name survives material assignment and saves to disk
Import scene instanced maybe be slower than no instancing.
May need to select a scene item or light before imported items will show in the 3D view.
If the mesh position does not match the skeleton, use the enhanced object navigation widgets to move, rotate and scale it into place.
RMB arcs to rotate around the original
ctrl + RMB boxes to scale from the mesh origin
animation takes/clips in the file will be listed in the log view
Unreal Notes:
-
UE4 does not export material information - use randomize option if scene instanced material import
- use persona to export skeletal mesh animations
- matinee animation exports are non-standard fbx
- export of unreal level needs Yaw 180 option.
- import unreal scale 0.01
- import unreal level as z-up plus Yaw 180 Mesh
- sequencer(ue5.2) does not export light color, intensity or cone angle in a valid format - it cannot read what it wrote
Lightwave Notes:
- import scale 0.01
- rotate scene 180 in z
- mesh of skeletal mesh actor will import 90 degrees off. to fix freeze transforms of the mesh
Blender Notes:
- import scale 0.01
- rotate scene 180 in z
- only exports baked animations
General Notes:
- Installer adds Constant Alpha shader to the Shaders - Alpha Shaders library
- Installer adds DefaultModelTextureShader to the Shaders - Model Shaders library
- Imports FBX, DXF, OBJ, 3DS, ABC and DAE
- Exports FBX, DXF, OBJ and DAE.
- imports and exports BVH, HTR, TRC, ASF, AMC, C3D, AOA and MCD
- Uses FBX 2019.5 as of July 2020. This is the last FBX version that will work in 32 bit environments.
- Import and export can take a long time to execute especially with long animations or complex meshes.
- Spotlight angle animation is not imported. Light color and intensity also not imported.
- Morph and Morph animations are not imported or exported.
- The new (July 2020) scene instanced materials should make it possible to load more complex scene files.
- 3ds and obj will only import diffuse textures. Alpha, specular, bump etc are ignored. This is a fbx sdk bug?
The FBX Converter(2013) also does not see these textures.
click to get the
source code(for programmers)
- Clintons3DFBX2019_src.zip contains the source files used to build the Clintons3DFBX2019.rsx plugin
Built with Visual Studio 2013. A previous build using VS 2017 did not load in the Windows XP environment.
The FBX SDK samples for Visual Studio have to be built using cmake and some CMakeLists.txt files will need to be edited to fix the include path to the CMakeSettings.txt file.
Aug 2025 attempted to export actor position buit failed, actors always export as if at the origin
Note to self: rsx built on virtual win7 machine, vs 2013 on amd desktop
August 27, 2025
- plugin v1638434
- new blender export mode
August 24, 2025
- plugin v1638433
- fix bug, keyframes before time 0 were being exported
- incomplete unreal link panel and code - requires updated webserver and python scripts for unreal and intermediate webpage all in development
- new unreal link mode so fbx animation matches the linked level/scene sequencer
- camera and lights sub-names different than object name
July 30, 2025 - pre-release
- plugin version 1638431
- plugin version 1638432
- 3d group members now work with the Meshes No Transforms option
- can export single 3d object selection at any level inside 2d group - requires not yet published fbxgroup2 update
- new export option id matrix for 3d groups and mesh id matrix option works with 3d group subobjects - good for no matrix exports for unreal
- new export multi-selection from inside a common 2d group
July 25, 2025 - pre-release
- plugin version 1638430
- ui changes
- mesh instancing tags
- undocumented unreal link panel - wip
February 25, 2025
- plugin version v1638429
- new option for no transform on exported meshes, useful for unreal
- check for direct selected parent child - rsx does not work with those
February 23, 2025
- remove unused uu functions from ccfunctionset
February 20, 2025
November 18, 2024
- plugin version v1638428
- testing showed that adding the Materials node to the selection did not make any difference
- when a single selection of 2d encapsulation the export will treat the encaps as if it was the scene
- added error message if try to export selected and not at the scene root - ignores single 2d encaps selection
- export panel too big so gave batch export it's own panel
September 30, 2024
- plugin version v1638427
- new option to export UV set #2 to the diffuse channel
- floating panel
- update UU fbx button
- tested and found special vs2020 version not needed - no crashes in win 10
August 20, 2024
- load on demand installer
- small improvement to ts bridge detection
August 26, 2023
- removed mesh normals import - not working, always run autofacet normals
- script non-actor animations clip name from take name
- rsx plugin updated but no version change
- Skeleton Nodes as Joints default checked - better too many than too few
- Scale Unity false by default - to prevent hiding any scale problems
August 25, 2023
- plugin ver 1638426
- finish take selection code
- script rename anim clip to take name
August 24, 2023 - not yet released
- animation take import fixed - new jankie dialog
- no scale for joints - issue: root can still have owner with scale value
- Scale Unity option - force imported joints to scale of 1, no good for animation though
- fix crash bug having to do with actor bind poses
- script stop multiple skeleton roots errors - issue: may require manual renaming of BINDANIM_ to match actor
- script clear status message from rsx
August 23, 2023
- import fbx directional lights as truespace infinite lights
- rsx plugin updated, no version change, no script changes
August 22, 2023
- import fix for skeleton chains that end with nulls
- FixBitmapsForExport side utility
- split the oversized import UI panels - anim panel, options panel
- new error: one fbx file not working and cannot do transfer bind more than once
same issue with unstable ownermatrix of root node anim - have to reset to stop error, also not updating fake root to bind location
FIXED - can run transfer bind more than once(needed in some cases) and fixed bug where the bind root joint position did not transfer to the animated fake skeleton root joint
August 21, 2023 - not released yet
- plugin version 1638425
- export - mesh errors only once per mesh
- import - remove single animation key that was added to all objects, fixes inconsistent orientations - lightwave consideration? if so add as option?
- fixed bug that should have messed up all imports or maybe it was only empty scene instanced materials import
- import - allow for root joint parent transforms - premult onto root joint, and fix frozen ownermatrix connector
- directional light make size bigger after import
- import rsx Only Animation working again - need a workflow for multiple clips
- script xfer only anim done and working
- clear scene - ask for vray and layers nodes
- import cleanup script
- external script - started FixBitmapsForExport - good for fbx and gltf, though gltf does have something in place it's not complete
August 19, 2023
- added texture fallbacks for specular, transp color and bump of specular factor, transparency factor and bump factor
- discovered 3ds and obj do not import specular or alpha maps, true for autodesk fbx converter too, it only sees diffuse textures
- fixed crash caused by empty mesh in the file
August 18, 2023 - not published
- fixed export parenting of null objects
- removed the scene Materials encaps from the export
- import test read light animations - ue5 failed(ue export is bad and wont read in to ue either), xsi mod tool see color and intensity no cone angles
- import bondbind early rename fix for first joint not in the bind
- import load global materials first for easier coding later
- import more feedback - can see skinning is slow process
- import log animation take names
- import excess instanced materials problem solved
- export some feedback status
- plugin version 1638424
- export slightly improved error reporting
- import texture alpha add ALPHAMAP usage
- import defaultmodeltextureshader add compression
- git latest into vs2013 on win7, replace Clintons3dFBX.vcxproj and Clintons3dFBX.vcxproj.filters add existing new files to the project manually,
RcFBXimportUtilities.cpp, RcFBXexportUtilities.cpp, RcFBXimportActor.cpp, RcFBXimportAnimation.cpp, RcFBXimportMaterials.cpp
August 14 2023
- more feedback
- fix bonesbind_early bug
- load instanced materials before creating fbx global encaps
- option randomize materials - stops tS scene instance from combining identical materials
August 12, 2023 - not published yet
- fixed excess materials issue, keep material count in case want to combine materials in script
- vertex colors - not tested on skel mesh
- fix anim transfer range calculation
- new bug - cam light animation - fixed
- note may need line up geom with skel manually in some cases
- added plugin status line feedback
- list animation take names
- build using vs2013 for old compatibility, developed with vs2020
- plugin version 1638423
August 2, 2023 - not published yet
- use standard tS camera and lights instead of special fbx versions, pitch 90 cam roll -90 lights
- cam light animation transform adjust to use normal cams and lights
- fix bug where bind pose running on non-skeleton items
- add material count export so can clean mystery extraneous materials in script - no longer needed
August 1, 2023 - not released yet
- multimesh actors script working
- multiskeleton working
- mesh does not always align with the skeleton - see no way around it
- encaps import working script side
- found must transfer bind to animation bones and then use anim bones to set tS bind because bind not always have all joints of skeleton
- found and fixed small rsx bug
- if any materials identical material instancing will have problems? because tS will merge the identical materials?
- see no easy way to deal with multi-root skeletons
- camera import checkbox option - untested
- material instance auto select scene material if selected only export - untested
- dont add pivot to mesh import - untested
- removed pivot from mesh imports
- script auto select materials node if selected only and material instancing - untested
- todo clean and integrate script
July 31, 2023 - unpublished changes
- multimesh is working plugin side
- multi skeleton is working plugin side
- import to encaps is working plugin side
- rsx needs feedback
- bare skeleton import seems ok, no bind bones as expected, will know after script
- bind matrix for geometry helps in some cases, got null geo matrix for more corrections - script task
July 30, 2023 - unpublished changes
- import vertex colors
- export vertex colors
July 22, 2023 - unpublished change
- rsx version 1638423 - forgot to change the number, doh
- added support for null import export, which also includes the joint data node so can look at importing multiple skeletons
- using vs2022 so not winXP compatible - will need to backport when all changes are complete
June 17, 2022
- replaced fix yaw option with separate add 180 to transform and mesh verts
- plugin version 1638423
March 23, 2022
- fix broken export where parenting was required for it to work
- plugin version 1638422
February 8, 2022
- plugin version 1638421
- fix process materials crash - was assuming d3d material encapsulation
- fix keyframes only crash - multiple tracks and clip names issue
- new exports parenting structures from the root scene level
- updated installer, but only real changes are in the rsx plugin
January 2, 2021
- plugin version v1638420
- fix uv and normal indices so exported files will load into FBX2020 importers
- added triangulate option for export which also solves the FBX2020 import problems
- crash bug fixed: exported material instancing setting must match the scene material instancing for exported meshes
- updated installer reset toolbars list
July 14, 2020
- plugin version v1638419
- if a texture is not found for a material it will fall back to the trueSpace DefaultMap.dds image
- fixed bug where emission value was not processed
- skip creation of material nodes for Alpha and Emission when not needed
- updated instanced material export will use the Name attribute if available. added this same behavior to non-instanced materials
- cleaned up some repeating code
July 13, 2020
- plugin version v1638418
- updated to use FBX SDK 2019.5 - plugin file size is smaller 6254 Kb vs 9712 Kb
- new option to import/export scene material instances
- new selection option to save to older FBX file formats
- cleaned up and compressed the UI
- Removed the special Unreal Engine specific export modes. UED now has working imports.
- installer clears the recent files lists
August 25, 2019
- rsx plugin version 1638417
- new documentinfo for scene export
- metadata/user properties export for objects and scene
- import filter bad materials names
- new material name attribute import
- gltf conversion panel
August 28, 2018
- vertex color system for exporting
- rsx plugin version 1638416
- add toolbar rest to installer "syncPrototype["WinGUID_Bar"] = 1;"
February 24, 2018
- persistent install v2 compatible
- compatible with new batch installer
January 12, 2018
- persistent install
- removed rsx auto-installer
Sept 16, 2017 - changed installer text
June 29, 2017
- fix crash bug - animation only option when wavefront obj import
- add pivots to imported meshes
- new control for null size with a smaller default value
- fix yaw 180 option to add an additional 180 degrees in the z axis
- normalize the mesh normal vectors exported
- fix crash - installer in scene, added "DoNotProcess" boolean value
- fix crash - character mesh is grouped and new result if mesh is grouped message
- legacy character library crash fixes
- bad mesh normals
- no mesh normals
- horse skeleton error
- rsx file version v.1638415
June 6, 2017
- ue4 cinematic export mode
- Newells method for normal calc for import polygon triangulator
- LOD group export for static meshes
- new plugin version v.1638414
March 25, 2017
- import only animation option
- plugin version v.1638413
September 24, 2016
- improved z up import and export
- fix binding transform on export, transform skeleton before bind
- fix bug keyframe only node name matching
- new worldspace export option
- new plugin version v.1638412
June 11 2016
fixed bug non-instanced meshes combined with unique materials crash
June 6 2016
- export mesh instancing option
- non-redundant material export
- export - transform skeleton root after skinning
- null with actor name and position exported with skeletal mesh
- rsx plugin version v.1638411
March 8 2016
- fbx import material loads as a resource and is additive build instead of subtractive
- much faster material loading
- removed 16 material limit per mesh
- slightly better memory use because only the needed elements for material are loaded
- remove no texture no normal option - used in subtractive material build style
- plugin version: v.1638410
January 23, 2016
- if color beyond white, makes it gray - scenes from ue4 come in too white hot
- uncheck materials creates a simple color only material - fixes memory utilization crash for scenes that contain many items and is much faster
January 10, 2016
- fix uv import for fbx files containing direct uv indices
- add autoencapsulation option
- add slice batch option
- rsx file version 1638409
August 23, 2015
- add import of second uv channel
- rsx version 1638408
May 8 2015:
- fix for blank bitmap file crash
- fix to not crash on instanced materials
- rsx version 1638407
-
ignore renaming bug when using truespace standalone version
Previous history/changes