I have a FBX model which I would like to open in Blender but when I try to import the model it says: ASCII FBX files are not supported. Is there a way to import the model to Blender somehow? I don’t have access to any Autodesk software.
asked Feb 20, 2015 at 18:26
For some reason Blender import doesn’t support FBX models that are serialized to text.
As a workaround the model can be changed to binary FBX model and imported to Blender. At least I am able to use Autodesk FBX 2013.3 Converter even I don’t have any other Autodesk software installed.
Other option that might work is to use Bos FBX Importer.
PS. If you want to export FBX models from Blender and be able to import them again, you can choose version: FBX 7.4 binary not FBX 6.1 ASCII in the export settings panel.
answered Feb 20, 2015 at 22:15
maZZZumaZZZu
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If you have Visual Studio installed try to open the original file then save it and import in Blender. This should work.
Kalamarico
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answered Nov 14, 2017 at 16:01
Alex GrAlex Gr
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I tried Audtodesk converter — useless because of UV destroying.
I use Paint 3D (if you have win10 of course). Works fluent. Just open it then save in fbx again.
p.s. have a nice day!
answered Jul 15, 2019 at 11:34
This simple commandline tool worked for me to convert an ASCII FBX to a Blender-compatible binary FBX: https://github.com/BobbyAnguelov/FbxFormatConverter/releases/
It can convert between binary and ascii — see usage info, for example:
# ASCII to Binary
FbxFormatConverter.exe -c in_ascii.fbx -o out_binary.fbx -binary
# Binary to ASCII
FbxFormatConverter.exe -c in_binary.fbx -o out_ascii.fbx -ascii
It’s for Windows, but I used it fine with wine under linux.
If you use the pre-compiled version, technically you should agree to the FBX SDK license agreement.
answered Aug 26, 2021 at 0:24
Jeff WardJeff Ward
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This site has a good explanation. It says that ASCII format is human readable, contains all the model’s info, but it’s not Blender-readable. We need Binary format, and whoever makes the model needs to choose ASCII to give customers all the data, or they choose binary to make it importable to Blender. When they choose ASCII, we need to covert it ourselves. Supposedly there’s a free tool for converting this using the Autodesk. I’m still looking around the Autodesk site for a free tool, but it may require some trial software. https://www.blender3darchitect.com/modeling-for-architecture/import-ascii-fbx-files-blender/.
Update: I found this page with links to Autodesk tools, including the FBX 2013.3 Converter for Windows 64-bit mentioned earlier in this thread: https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives
Update 2: It* worked! I converted my ASCII FBX to Binary, and I imported successfully into Blender 2.80. (*It = FBX 2013.3 Converter for Windows 64-bit)
answered Aug 14, 2019 at 14:55
$begingroup$
When attempting to import an FBX file that is ASCII encoded, it produces an error «ASCII FBX files are not supported» requiring the files to be converted to hex before import.
The only solution I can find for this is to either get 3DS Max which has an FBX converter, or re-save the file in Visual Studio (which saves them in hex).
I don’t have 3DS Max, I do have Visual Studio — but, I need to convert hundreds of FBX files which would take several hours to manually re-save them all through Visual Studio.
Is there any batch method?
asked Feb 15, 2018 at 8:45
$endgroup$
$begingroup$
You can use the free Autodesk Fbx Converter to batch convert multiple fbx files to various formats. It comes with a cli command which can be used to automate the conversion. I tried but couldn’t find any FOSS alternatives to it.
answered Mar 20, 2018 at 5:29
sreenivassreenivas
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$begingroup$
I don’t know which program you used to export your original ‘ASCII FBX’ files, but I was having the same problem.
I’ve bought a .unity3d file from Heroforge thats compatible with tabletop simulator. I used a program called asset ripper from Github to break up the file to get at the mesh, and export it as an FBX file.
Blender wont support the ‘ASCII FBX’ file, but when I exported the file as FBX the second time, I found a drop down option to change ‘ASCII’ to ‘binary’.
Now the file opens in Blender! Job done.
Grimm
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answered Jul 31, 2022 at 14:51
$endgroup$
У меня есть модель FBX, которую я хотел бы открыть в Blender, но когда я пытаюсь импортировать модель, она говорит: Файлы ASCII FBX не поддерживаются . Есть ли способ как-нибудь импортировать модель в Blender? У меня нет доступа к какому-либо программному обеспечению Autodesk.
5 ответов
Лучший ответ
По какой-то причине импорт Blender не поддерживает модели FBX, сериализованные в текст.
В качестве обходного пути модель можно изменить на двоичную модель FBX и импортировать в Blender. По крайней мере, я могу использовать Autodesk FBX 2013.3 Converter, даже если я этого не делаю. установить любое другое программное обеспечение Autodesk.
Другой вариант, который может работать, — использовать Bos FBX Importer.
PS. Если вы хотите экспортировать модели FBX из Blender и иметь возможность импортировать их снова, вы можете выбрать версию: двоичный FBX 7.4, а не FBX 6.1 ASCII на панели настроек экспорта.
33
maZZZu
20 Фев 2015 в 22:15
У этого сайта есть хорошее объяснение. В нем говорится, что формат ASCII удобочитаем, содержит всю информацию о модели, но не читается Blender. Нам нужен двоичный формат, и тот, кто создает модель, должен выбрать ASCII, чтобы предоставить клиентам все данные, или они выберут двоичный, чтобы сделать его импортируемым в Blender. Когда они выбирают ASCII, нам нужно скрыть его самим. Предположительно существует бесплатный инструмент для преобразования этого с помощью Autodesk. Я все еще ищу на сайте Autodesk бесплатный инструмент, но для него может потребоваться пробное программное обеспечение. https://www.blender3darchitect.com/modeling -for-architecture / import-ascii-fbx-files-blender /.
Обновление: я нашел эту страницу со ссылками на инструменты Autodesk, включая конвертер FBX 2013.3 для 64-разрядной версии Windows, упомянутый ранее в этой теме: https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives
Обновление 2: * сработало! Я преобразовал свой ASCII FBX в двоичный и успешно импортировал в Blender 2.80. (* It = Конвертер FBX 2013.3 для Windows 64-бит)
-1
Jaded John
14 Авг 2019 в 15:10
Я попробовал конвертер Autodesk — бесполезно из-за разрушения UV.
Пользуюсь Paint 3D (если конечно у вас win10). Работает свободно. Просто откройте его и снова сохраните в fbx.
P.s. хорошего дня!
1
wooden_coder
15 Июл 2019 в 11:34
Если у вас установлена Visual Studio, попробуйте открыть исходный файл, затем сохраните его и импортируйте в Blender. Это должно сработать.
10
Kalamarico
14 Ноя 2017 в 16:20
If you are a Blender (3D tool) user you may be using import function to import an FBX file. Unfortunately, FBX can be of format ASCII that is not supported by Blender.
Fortunately there is a fix for this. You can use converter tool from Autodesk to convert it to binary format.
- Get the Autodesk FBX converter from Autodesk: https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives . Choose the one suitable for your platform. Unfortunately, there is probably no version for Linux. Install the FBX converter and launch it.
- Choose Add and select your ASCII FBX file. Change the destination folder or even just ‘Rename the selected file’. Make sure FBX Save Mode is Binary. Optionally tick Embed media. I prefer the embedded media.
- Click Convert.
- Import the FBX file that you exported into Blender.
And voila. You got the imported 3D model. Don’t forget to save it to a .blend file. I ran into this problem because I was saving my FBX file from Maya. Perhaps I choose to use ASCII format instead of Binary.
Hope this helps.
У меня есть модель FBX, которую я хотел бы открыть в Blender, но когда я пытаюсь импортировать модель, она говорит: ASCII FBX файлы не поддерживаются. Есть ли способ каким-то образом импортировать модель в Blender? У меня нет доступа к любому программному обеспечению Autodesk.
3 ответов
по какой-то причине импорт Blender не поддерживает модели FBX, сериализованные в текст.
в качестве обходного пути модель может быть изменена на двоичную модель FBX и импортирована в Blender. По крайней мере, я могу использовать Autodesk FBX 2013.3 конвертер даже у меня нет другого программного обеспечения Autodesk.
другой вариант, который может сработать-это использовать Bos FBX импортер.
PS. Если вы хотите экспортировать модели FBX из Blender и иметь возможность чтобы импортировать их снова, вы можете выбрать версию: FBX 7.4 binary not FBX 6.1 ASCII в панели настроек экспорта.
Если у вас установлена Visual Studio, попробуйте открыть исходный файл, затем сохраните его и импортируйте в Blender. Это должно сработать.
3
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soc-2018-hair-shader
temp-volume-object
cycles_cryptomatte
temp-eeveelightcache
temp-tab_drag_drop
temp-keymap-save
temp-dynamic-overrides
fracture_modifier-master
ui_layout_gridflow
temp-keymap-changes
tmp-CollectionsAnim
tmp-b28-motionpath-drawing
uv_unwrapping_slim_algorithm
blender-v2.79b-release
tmp-COW_InsertKeyframe_Fix
temp-unified-collections
temp-modifier-rm-cddm
tmp-TimelineHeaderButtonsStretching
blender2.8-workbench
soc-2017-normal-tools
cycles_bvh8
blender-v2.79a-release
temp-scene-obedit-remove
temp-workspace-object-mode-removal
blender-v2.79-release
soc-2017-sculpting_brush
split-kernel-faster-building
id_override_static
openvdb
custom-manipulators
soc-2016-uv_tools
soc-2016-pbvh-painting
soc-2017-vertex_paint
soc-2017-sculpting_improvements
soc-2017-package_manager
strand_editmode
smooth-fcurves
id_copy_refactor
gsoc2016-improved_extrusion
temp-ssr
temp-cycles-opencl-staging
temp-cycles-denoising
ge_2df_textures
HMD_viewport
soc-2016-multiview
transform-manipulators
datablock_idprops
cycles_disney_brdf
temp_cycles_split_kernel
cycles_split_kernel
unlock_task_scheduler
uv_unwrapping_slim_and_ceres
surface-deform-modifier
cycles-tiles-rework
soc-2016-cycles_denoising
temp-layers-ui-table
uiTable
render-layers
clay-engine
multi_previews_id
cycles_disney_bsdf_transmittance
layers
pbr-viewport
temp_display_optimization
viewport_bvh_select
temp-cycles-microdisplacement
soc-2016-cycles_images
strand_nodes
object_nodes
asset-experiments
soc-2016-sculpt_tools
temp_viewport_fx_merge
custom-normals-bmesh
temp-decklink
compositor-2016
decklink
BendyBones
cycles_panorama_experiments
temp_remove_pointcache
temp_remove_particles
temp_depsgraph_split_ubereval
temp_textedit_comment_toggling
GPencil_Editing_Stage3
temp_bge_moto
UI-experiments
UI-graphical-redesign
missing-libs
free-refcount-ids
cycles_camera_nodes
epic-navigation
temp-ui-widget-refactor
gooseberry_farm
gooseberry
temp-ghash-experiments
temp-ghash-setops
temp_motionpaths
fcurves-simplify
soc-2014-fluid
GPU_data_request
depsgraph_refactor
multiview
vertex_paint_pbvh
alembic_pointcache
cycles-ptex-49
viewport_experiments
soc-2014-bge
texture_nodes_refactor
input_method_editor
GPencil_EditStrokes
soc-2014-shapekey
terrible_consequencer
GPencil_FillStrokes
libmv_prediction
blender2.4
dyntopo_holes
soc-2014-viewport_context
gtest-staging
blender-tiles
soc-2014-viewport_fx
soc-2014-remesh
soc-2014-nurbs
pie-menus
soc-2014-cycles
soc-2013-paint
particles_refactor
soc-2013-viewport_fx
tiles-scheduler
bake-cycles
soc-2013-cycles_volume
overscan
soc-2013-depsgraph_mt
soc-2013-dingto
soc-2013-sketch_mesh
soc-2013-rigid_body_sim
soc-2011-tomato
soc-2013-bge
soc-2013-motion_track
soc-2013-ui_replay
soc-2012-sushi
ge_dev
soc-2013-depsgraph_eval
soc-2008-mxcurioni
soc-2012-bratwurst
soc-2012-swiss_cheese
soc-2012-fried_chicken
meshdata_transfer
smoke2
tile
soc-2011-cucumber
bmesh
soc-2011-carrot
cycles
soc-2011-garlic
soc-2011-radish
soc-2010-nicks
vgroup_modifiers
soc-2011-pepper
soc-2010-jwilkins
merwin-spacenav
bge_components
soc-2010-merwin
render25
soc-2010-nicolasbishop
soc-2009-chingachgook
soc-2010-nexyon
soc-2010-aligorith
ge_eigen2
sculpt25
soc-2009-jaguarandi
soc-2009-imbusy
soc-2009-kazanbas
blender2.5
volume25
soundsystem
soc-2009-aligorith
sim_physics
ge_dome
etch-a-ton
soc-2008-nicholasbishop
animsys2
projection-paint
harmonic-skeleton
soc-2008-jaguarandi
fluidcontrol
apricot
soc-2008-quorn
cloth
ndof
orange
Unsupported Maya and Maquette ASCII files shouldn’t stop production, here’s a quick fix to get you back on track with any FBX type!
The problem:
The Solution:
Why is this happening?
There is a 99% chance the artist that made the FBX used Maya and chose to format their files as .MA instead of .MB.
The difference is that MB (Maya Binary) is a more efficient file type, but MA (Maya ASCII) can actually be read and written by a human. This is huge if you ever corrupt a Maya file, because it gives you the option to manually fix the file.
Almost anyone that got taught Maya was probably told to always use .MA. Unfortunately most 3D artist do not know ASCII and don’t have tools to fix ASCII for them. Add to that that using a Maya ASCII format taints everything you export from that file, limiting compatibility of your models.
I personalty always recommend using .MB files, you save storage, have a more efficient interaction with the file and you don’t break compatibility with anyone who might want to use your FBX’s one day.