Third Party Tools / FBX2GG - A fantastic new tool available for Purchase soon

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Belidos
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Posted: 16th Nov 2016 06:16
I'm suddenly getting dB crashes every time I try to run this or animer again, windows is updated fully, I've got all the latest visuals, dx9 refist is installed, and my graphics is up to date. I've tried every combination of compatibility and administrator, but nothing is working for me on windows 10

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Belidos
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Posted: 16th Nov 2016 06:40
annnd ..I got it working again.

Recently I've been using a program called rocket dock to keep my desktop tidy, I tried loading FBX2GG while that was running, FBX2GG wouldn't run, immediately stating that db pro has stopped working, I turned off rocket dock and tried to load FBX2GG and boom it works fine.

Anyone with issues like this, make sure you have nothing else running except windows, try turning of things like mouse and keyboard software (like the G software for configuring your mouse etc), you never know what might conflict.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
granada
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Posted: 18th Nov 2016 11:54
Got so fed up with this sort of thing with windows 10 I went back to 7 pro.might try windows 10 again later.

Dave
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Belidos
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Posted: 18th Nov 2016 13:24
Quote: "Got so fed up with this sort of thing with windows 10 I went back to 7 pro.might try windows 10 again later.

Dave"


In the case of FBX2GG I've actually had more issues on Win7 than on Win10. With this last specific issue, i've tried it on both my machines (one Win7 one Win10) and both have issues when RocketDock is running, so it's not just a Win10 issue.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
Unspokenbond
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Posted: 6th Jan 2017 06:43
All I can say is WOW!! Just bought this and its flip'n incredible. WELL worth the $30 bucks

Thank you again sir!!
Still learning LUA but 'attempting' to build my first game
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Bored of the Rings
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Posted: 6th Jan 2017 07:22
all the credit goes to Rafhalzer who created the program
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Honkeyboy
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Posted: 13th Jan 2017 23:14 Edited at: 13th Jan 2017 23:14
Its been fine for me these last few weeks on 7 ive created 3 new "Galaxy" characters seamlessly with no probs at all oh and re did the imps for Vcity also with no errors using v 1.0 as admin i use 1.0 and have the newer one as backup
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I only smile because i have absolutely no idea whats going on
Mouaa
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Posted: 13th Jan 2017 23:42
Hi Bored of the Rings,
Does the tool works with Blender 2.78 ? What version works ASCII or Binary ?
Belidos
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Posted: 14th Jan 2017 14:21 Edited at: 14th Jan 2017 14:22
I think you're misunderstanding what this tool is, its a bit misleading in its title that way. Its not really a tool for importing fbx characters from modelling programs, its more a tool for importing fuse/mixamo and autodesk character creator models, and adding the gameguru or mixamo animations to them. You can import fbx characters from modeling programs but you need to make the bone structure exactly the same as mixamo rigs, with the same names etc.

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Jerry Tremble
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Posted: 23rd Jan 2017 06:51 Edited at: 23rd Jan 2017 07:01
I noticed tonight (haven't messed with this in a while) that Adobe is changing things up with Fuse in 2017. (they've already eliminated several export formats, UE4 included, however, I tested the generic .fbx, downloaded it, and it loaded fine in UE4 (with a few errors). I had no animations in it, though, and I think I noticed a few polygons that were either missing or had normals reversed) It will be interesting to see where it goes. My fear is that they will charge for rigging and/or decimation. It would be nice to have an auto rig solution for .obj exports from Fuse, so we could still use the program locally, and rig and export locally!
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Belidos
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Posted: 23rd Jan 2017 09:27 Edited at: 23rd Jan 2017 09:28
If i remember right and you are using the original Fuse, which is still available for free on Steam, it has an option to save it as an .obj file.

Also, where di you hear this juicy bit of news? The last i heard (spoke to one of their devs just before christmas), all work on Fuse was in indefinite hold due to other projects.

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Jerry Tremble
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Posted: 23rd Jan 2017 14:10
Quote: "it has an option to save it as an .obj file."


I know, but I suck at rigging! Anyway, yeah I'm using the original Fuse. Adobe's version doesn't run on any of my computers. Anyway, here's the link that I read about the changes:

Also, where di you hear this juicy bit of news?
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Belidos
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Posted: 23rd Jan 2017 15:20 Edited at: 23rd Jan 2017 15:22
Hmn interestng. This was a response from one of their devs, January 4th, in response to the bug with the new fuse that makes it think its a trial and stops you from running it after a certain amount of time.

Quote: "I appreciate both of your comments! It's often really hard to communicate these types of strategy/roadmap decisions so I appreciate both your frustrations and your patience.

The good news is that Fuse actually has pretty good usage and interest, if it wasn't doing well it would have been cancelled. Instead, we've decided to keep it as is, free, available for everyone, while we refocused resources on Project Felix. That is what I meant by support will continue - the application will be kept available and I'm here to help answer questions, gather feedback and share with the product team.

It always seems unfair when you are affected by an issue that should, by all means, have been fixed long ago, so I certainly don't want to downplay the seriousness of the issue, just to explain why it has not been fixed and try to be transparent.

We will continue to focus on Project Felix for the foreseeable future and are not planning any updates to Fuse for 2017."


I wonder what's going on over at adobe lol

I know what i am going to do though, i'm going to create as many characters as i can and download as many animations as i can just in case.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
Intel Celeron (duel Core), Radeon integrated graphics, 4GB memory, 180gB Generic SATAII, WinVista.
Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.
Jerry Tremble
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Posted: 23rd Jan 2017 16:41 Edited at: 23rd Jan 2017 16:44
I like the response they sent you better than what I read, that's for sure! However,


Quote: "I know what i am going to do though, i'm going to create as many characters as i can and download as many animations as i can just in case."



I am going to do the same, just in case.

In fact I would recommend everyone do the same if they use it! I have all of their animations (I think) in my assets list on their site, but I'm afraid they may disappear when "Preview" mode goes away. It sounds like they want to integrate everything into Creative Cloud.
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synchromesh
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Posted: 26th Jan 2017 20:48
Ideally this would be awesome if it could import and rig characters from " Make Human "
Its open source and a standalone program and wouldn't have to rely on Fuse only ..
http://www.makehuman.org/
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Belidos
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Posted: 26th Jan 2017 21:22
Being able to use Make Human characters in FBX2GG would be great, more options are always good.

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Jerry Tremble
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Posted: 27th Jan 2017 04:08
Every Makehuman character I've tried had way too many polygons. It's been a couple years at least, though. Perhaps they've made some changes? I don't believe I ever tried to decimate one, however.
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Honkeyboy
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Posted: 28th Jan 2017 22:46
Convert them into an fbx and stick them into mixamo decimator at around 75% m8 works for me if not use meshlab its sweet for lowering polys I use FBX2GG all the time atm brilliant bit of kit for converting characters over to GG without a doubt
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granada
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Posted: 29th Jan 2017 15:07 Edited at: 29th Jan 2017 16:30
Quote: "Every Makehuman character I've tried had way too many polygons"


If I remember right there is a different levels of poly levels for the model you can download.i will check.
Edit here you are









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Bored of the Rings
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Posted: 15th Feb 2017 18:58
Hi all,

Just wanted to inform all purchasers that a new version will be sent to you shortly. This fixes the reversed normals in the output.

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Bored of the Rings
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Posted: 15th Feb 2017 19:35
links now sent to all FBX2GG purchasers, please check your email inbox/junk folders. If you haven;t received an email and have purchased, send me an email/PM me and I will check my records with the email you provide me. It must be the paypal email address you used.

thanks go to Rafhalzer for his continued support for this tool.


BW
Mike
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Belidos
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Posted: 15th Feb 2017 19:55
Cheers Mike, and always thanks go to Raf for his dedication to the cause!

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granada
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Posted: 15th Feb 2017 20:14
Got the link,many thanks guys

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synchromesh
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Posted: 16th Feb 2017 00:15
Some of you guys are making awesome characters yet even after Decimation I get a lot of " DBPRO has stopped working " when I Prepare model for gameGuru animations ... Anything under 5 meg seems to convert fine ..any bigger and its really hit and miss ...

Am I missing something ?
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Rafhalzer
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Posted: 16th Feb 2017 07:30 Edited at: 16th Feb 2017 07:56
Correct vertex normals will be important in the next versions of GG (I know from Lee), so I decided to release a new version 1.2 of FBX2GG. This version generates output .x files with the correct vertex normals. And what with the old .x files from previous versions? You can fix them easily with the MView. Open file, click by mouse on the character and choose from menu: MeshOps / Compute Normals, now you can save the file.
MView ia a free program and you can find it here:
https://www.dropbox.com/s/t1wrhjvcx09qb3c/mview.zip?dl=0

Rafhalzer
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Belidos
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Posted: 16th Feb 2017 08:53
Quote: "Some of you guys are making awesome characters yet even after Decimation I get a lot of " DBPRO has stopped working " when I Prepare model for gameGuru animations ... Anything under 5 meg seems to convert fine ..any bigger and its really hit and miss ...

Am I missing something ?"


I've found that it doesn't like it if you are running another piece of software hat's using DX9, and it really doesn't like it if you're running another piece of software made in DBPro at the same time.

I had this issue for ages and couldn't work out what was going on, it didn't appear to me that anything was running hat could effect it, then one day i just randomly tried to use it and boom it worked perfect, so i sat and thought to myself "what is different this time", and the only thing i could see different was i wasn't running a piece of software called RocketDock which i use to keep clutter off my desktop (it's basically an icon bar like the one on Macs), so i loaded it up and tried again est voila FBX2GG crashed.

Long story short: Have a look at what you are running in the background, and what resources they use, it may be a conflict.

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Jerry Tremble
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Posted: 16th Feb 2017 13:34
Quote: "I've found that it doesn't like it if you are running another piece of software hat's using DX9"



I have found the same thing.
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Bored of the Rings
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Posted: 16th Feb 2017 14:32
I would really advise keeping focus on the FBX2GG when processing anything.
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Ertlov
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Posted: 17th Feb 2017 19:36 Edited at: 17th Feb 2017 19:42
hiho!

I have purchased on the page now. Is the link automatically provided? If yes, I didn't get an email yet...

EDIT:

Forget my question, just read the info on the page.
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Bored of the Rings
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Posted: 17th Feb 2017 19:57
Hi Ertlov, I have had a couple of orders today and sent the links to relevant email addresses 1 ending in gmail.com and the other ending in gmx.at. Hope one of those is yours
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Ertlov
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Posted: 17th Feb 2017 20:38
got it
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Posted: 17th Feb 2017 22:22 Edited at: 17th Feb 2017 22:29
Just a quicky guys for you who are struggling with rigging, i know Blender seems a pain but! it has rigify built in which actually is really easy to use in fact with my old brain after watching half hours of vids i rigged a Make human character and now have it down to 15 mins or so and or any other static character for that matter. You just need to get used to the shortcut keys which i wasnt used to s=scale r=rotate etc etc pretty easy all you do is import any static character, goto the bottom left of the screen, click add> armature and choose the rig. then its just a case of lining it up with your model and apart from a couple of last bits which can be found here
https://www.youtube.com/watch?v=dYiAd_08-0k
Export out as an .obj or fbx and your pretty much done, sometimes if mats are missing fragmotion adds then easily then straight into FBX2GG and your cooking worth a look anyways. TBH i never thought i'd be able to do it but i did 2 charcaters in around an hour. Or if you prefer you can after rigging just send em up to mixamo line up the bones (point and click) and again straight into FBX2GG and again straight into GG from there apart from the fpe but once you have a stock one its all copy and paste
Oh p.s @ Dave theres a real low poly mesh on the community downloads section of make human m8 its crap but if you drop it into your editor you can make it look alot better
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Ertlov
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Posted: 20th Feb 2017 22:04
Got a problem, and a really nasty one. Each humanoid I lod in, no matter if decimated or not, has no eyeballs.
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Posted: 20th Feb 2017 22:49 Edited at: 20th Feb 2017 22:49
Quote: "Each humanoid I lod in, no matter if decimated or not, has no eyeballs."


I have had that issue before. If you are importing Fuse models, what are your auto-rig settings? I always choose 2 finger with no facial blendshapes. That seemed to have fixed that issue, I think. It's been a while. I really think it's the facial blendshapes that cause it, but I don't remember. Since then I've just stuck with what works.
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Belidos
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Posted: 20th Feb 2017 23:20
As Jerry said, the reason you are missing the eyes is because you have facial blendshapes turned on when you set the rig in mixamo, turn that off and it should be fine. As to the rig type to use, two fingered should be fine as Jerry said, but to get it to closer match the GameGuru animations three finger is probably best.

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Ertlov
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Posted: 21st Feb 2017 05:32
thanks guys, will try out!
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Posted: 2nd Mar 2017 13:44 Edited at: 2nd Mar 2017 13:52
It looks like my fbx2gg characters got a little goofed up in the latest GG update (2017-2-28). The character animations don't work, but it looks like Pirate Myke said that there is an update coming to fix this. So hopefully it's nothing to worry about. I am just letting folks know that this will be fixed. See this forum link:

https://forum.game-guru.com/thread/217587

You can see Pirate Mykes comment here at this link:

https://forum.game-guru.com/thread/217587#msg2573781
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Belidos
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Posted: 2nd Mar 2017 14:52 Edited at: 2nd Mar 2017 17:59
Quote: "It looks like my fbx2gg characters got a little goofed up in the latest GG update (2017-2-28). The character animations don't work, but it looks like Pirate Myke said that there is an update coming to fix this. So hopefully it's nothing to worry about. I am just letting folks know that this will be fixed. See this forum link:

https://forum.game-guru.com/thread/217587

You can see Pirate Mykes comment here at this link:

https://forum.game-guru.com/thread/217587#msg2573781"


I doubt that has anything to do with FBX2GG, FBX2GG characters are working perfectly fine for me. It's probably because of changes with the AI system, there's probably something that needs changing in the FPE's.

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Bored of the Rings
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Posted: 25th Mar 2017 09:21 Edited at: 26th Mar 2017 06:42
due to time and other commitments, I have decided to no longer support the FBX2GG software on the website and have requested this be removed. For orders, please contact Rafhalzer directly @ bodzio3d@gmail.com. Thank you.
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korodai
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Posted: 25th Mar 2017 22:24
Just when I was finally going to try it.
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Pirate Myke
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Posted: 25th Mar 2017 22:26
Just contact the creator at this email address if you still want it. Very valuable program.

bodzio3d@gmail.com
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Belidos
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4
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Joined: 23rd Nov 2015
Location: Hertfordshire
Posted: 10th Apr 2017 11:26
To be honest he really needs a website for it, i trust Raf 100% but trading over email is something people just don't like doing. Maybe Jason at GCS could come to some agreement with him?

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
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Gtox
3D Media Maker
5
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Joined: 5th Jun 2014
Location: South Africa
Posted: 24th Apr 2017 12:22
I'm having issues with the normals with version 1.2 - it seems as though the smoothing groups have gone. Using meshview improves things slightly, but the normals are still not what they should be. Has anyone noticed this or found a solution for it?
The image on the left is what it should look like, on the right is after going through FBX2GG.
i5 2500k 3GB GTX1060 8GB RAM Windows 10

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Belidos
3D Media Maker
4
Years of Service
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Joined: 23rd Nov 2015
Location: Hertfordshire
Posted: 4th Jun 2017 23:33
Some weirdness happening with FBX2GG for me since the windows 10 creation update, for days I haven't been able to load FBX2GG, no matter what compatibility settings I tried, it just wouldn't run, almost instantly after clicking the icon it would throw up the "DBPro has stopped working" error, finally I decided to try a few other programs I have that were made with DBpro, and accidentally stumbled on a (hopefully) solution, if I load mender up, then close it, and then try to launch FBX2GG it runs perfectly. Some strange stuff going on here lol.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
Belidos
3D Media Maker
4
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Joined: 23rd Nov 2015
Location: Hertfordshire
Posted: 8th Jun 2017 19:23
OK it wasn't that, I tried again last night and it wouldn't work even after loading another DBpro programme, I was fairly sure it is something running that was making it crash so I tried closing things down one by one and trying, finally I shut down something that was stopping FBX2GG loading, i made sure it was that program by loading it up again and trying to run fbx2gg, then shutting it down and trying again, again I've gone through that tonight to be sure and yes it's definitely the cause of the crashes.

You know what it was?

Steam!

For some reason FBX2GG crashes if i have Steam running in the background.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
granada
GameGuru TGC Backer
17
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 8th Jun 2017 23:38
Quote: "For some reason FBX2GG crashes if i have Steam running in the background."


Hi Belidos

I just tried it out,its running ok for me with steam running,i installed the latest windows update today.maybe that will help.

Dave
Windows 10 Pro
GeForce GTX 1050 Ti
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
1920x1080,60 Hz
PM
World Class Multimedia
11
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Joined: 15th Aug 2008
Playing: Game Development
Posted: 9th Jun 2017 04:36
Weird. Works for me, too, regardless of what's running.

By habit, I do right click and 'run as administrator'. Did you happen to try that?

Mike
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Belidos
3D Media Maker
4
Years of Service
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Joined: 23rd Nov 2015
Location: Hertfordshire
Posted: 9th Jun 2017 08:22
Run as Administrator always causes it to crash for me too.

As to Steam being the cause, i know it's not the actual cause, it's something in a configuration that may be common between Steam and FBX2GG, something Steam uses that FBX2GG also uses that's set differently on my machine. I'm not posting to say Steam breaks FBX2GG, i'm posting to say that if you get constant crashes you may have the same configuration as me, so try turning Steam off and see if that works.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
Bod
GameGuru TGC Backer
5
Years of Service
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Joined: 21st Dec 2014
Location: Preston Lancashire
Posted: 10th Jun 2017 11:42
It's the most fickle piece of hit or miss software I have ever used, sometimes works fine, sometimes needs mview running first, sometimes need to run as admin and sometime doesn't work at all and requires a computer reset or shut down and reboot, but when it is running it is a valuable piece of software so it's worth putting up with it's idiosyncrasies, I haven't had the Steam issue (yet) but that may be because I only use Steam when absolutely necessary.
Bored of the Rings
GameGuru Master
14
Years of Service
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Joined: 25th Feb 2005
Location: UK
Posted: 10th Jun 2017 14:17
Hi Guys, after post windows 10 update, did your UAC prefs change? I know most people don't like turning it off, but you might want to just try temporarily to see if it's that that's causing the crash. If not close/uninstall steam, maybe, that's just a suggestion to see what's causing the crash to occur. Possibly a memory issue somewhere. Speculation of course.
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