Ascii fbx files are not supported blender как исправить

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'...

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

hamalaiv's user avatar

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

maZZZu's user avatar

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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's user avatar

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answered Nov 14, 2017 at 16:01

Alex Gr's user avatar

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

wooden_coder's user avatar

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 Ward's user avatar

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

Jaded John's user avatar

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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

Pyon's user avatar

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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

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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.

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answered Jul 31, 2022 at 14:51

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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.

Report: Error ASCII FBX files are not supported.

Fortunately there is a fix for this. You can use converter tool from Autodesk to convert it to binary format.

  1. 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.
  2. 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.
  3. Click Convert.
  4. Import the FBX file that you exported into Blender.

Use FBX Converter to Convert to Binary FBX.

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.

My Rescued Plane.

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

автор: the just shaping of letters


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blender-v2.80-release

tmp-batch-cache-cleanup

soc-2019-fast-io

temp-toolsystem-multiwindow

blender2.7

collada

soc-2018-npr

temp-keymap-industry-compat

temp-fracture-modifier-2.8

temp-dna-rename

userpref_redesign

hair_object

motion_curve_fix

collada2.8

cycles_embree

interactive_physics

temp-ui-layout-2.8

cloth-improvements

soc-2018-cycles-volumes

hair_guides_grooming

hair_guides

benchmark

soc-2018-bevel

soc-2018-hair-shader-fixes

temp-udim-images

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

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soc-2009-imbusy

soc-2009-kazanbas

blender2.5

volume25

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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.

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