Go to point 3. in the “Behind the challenge” and download the assets locally (god knows why the Nucleus way I tried doesn’t work, once again feels like they’re clinging to those assets to keep you locked in)
Hello @herbst! I’m not sure what could be happening here. You should be able to export the materials out of Omniverse as well, but I will double check with the dev team to confirm and get further assistance!
Let me test this and get back to you. Are you just testing our generate FBX export systems or is there a reason you are trying to get our demo scene out of Create ?
@Richard3D I’m generally looking at interop to/from Omniverse. My main focus is import/export of glTF but given that this has lots of issues (see my other threads here) I had tested other formats as well. Not sure if that’s all Assimp under the hood and thus suffering from the same issues, but it looks more like Omniverse doesn’t properly convert textures in specific formats (e.g. precompressed ones like dds) to formats available in glTF/FBX.
I usually test exporting/importing with the sample scenes that ship with any given software, to get a gut feel of whether it’s worth exploring more or interop simply hasn’t been a priority so far.
I have begun looking into the exporting issues. Some of the demo files are a little older and may look great in Create, but do not meet our up to date export standards. That is not to say that export to FBX in general should not work. I will give you more information when it is available. And just from a workflow point of view, you are importing data in, and then exporting it out… out to what platform ? When you import data, is it just a naked model, and you are adding materials and lights and animation in Create ? We would love to hear more about your workflow.
Happy to explain more - I also started an email thread with Jennifer, maybe she can add you to that? And I’m available in Discord in case that works for you for faster communication (herbst🌵#5425)
The Marbles scene is a really great example test scene for Create, but since it is an older scene, it does contain some mdl materials that do not export correctly through the fbx export engine. It is just unfortunately an issue with the age of the scene. The fbx exporter should work well for new modern scenes.