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On 23/05/2012 at 03:10, xxxxxxxx wrote:
Hello all,
I am developing a small plugin for c4d r13, in which I basically want to export a scene as a .fbx file.
In python code, I do the following:
##############################################
fbx_plugin_id = 1026370
fbx_filepath = "c:\\model.fbx"
container = c4d.plugins.GetWorldPluginData(fbx_plugin_id)
for id, value in container:
if id == c4d.FBXEXPORT_ASCII: container[id] = 0
elif id == c4d.FBXEXPORT_BAKE_ALL_FRAMES: container[id] = 0
elif id == c4d.FBXEXPORT_SAVE_NORMALS: container[id] = 1
elif id == c4d.FBXEXPORT_ANIMATION: container[id] = 1
elif id == c4d.FBXEXPORT_TEXTURES: container[id] = 1
elif id == c4d.FBXEXPORT_EMBED_TEXTURES: container[id] = 1
c4d.plugins.SetWorldPluginData(fbx_plugin_id, container)
c4d.documents.SaveDocument(doc,fbx_filepath, c4d.SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST, fbx_plugin_id)
################################################
As you can see, I basically set the configuration parameters and then save the file.
The problem is that the export parameters are not respected in the resulting fbx file.
Instead, the used parameters are the one which I can set from the "FBX export settings" window which is opened when I export "manually" from the c4d menu.
Anyone can help me?
Thanks in advance for your answers.
Jack