FBX export

I have seen in a previous question regarding growth animation into unity "

Greg Demchak commented
June 1, 2017 14:49

We are working on a library for use with Unity that will allow you to pull animation, geometry, tasks, and metadata into Unity for custom application development. We have built our own apps with Unity for iOS and the HoloLens and are looking extend this capacity for any Unity developer. "

has the "Library" been finished? will it require a native Plugin for Unity, will the file format still be FBX? 

if not will it require custom Shaders to mask the the material on Growth Animation which i assume is a cutting plane ?



  • Lucas Hartley
  • Jul 2 2017
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    Greg Demchak commented
    July 5, 2017 13:09

    Hi, we have not completed this library yet, but can read animation data into Unity via our API. 

  • Bartosz Grzelak commented
    September 1, 2017 10:22

    We are awaiting for the answers too. 

  • Lucas Hartley commented
    September 26, 2017 08:47

    I have solved the issue of growth not working with the .FBX workflow into unity. 

    Will the plugin in you are creating for unity use the FBX format going forward ?

  • Admin
    Greg Demchak commented
    September 26, 2017 13:56

    Hi, our API SDK reads raw data, and we can therefor avoid FBX. We have growth simulation and all the metadata this way.

  • Bartosz Grzelak commented
    September 26, 2017 13:59

    Lucas, how did toy solved it?

  • Lucas Hartley commented
    September 26, 2017 14:05

    i wrote a native extension for unity, that  read the data from xml and then applied the growth via masking. lots of  codebut works ok.

  • Bartosz Grzelak commented
    October 13, 2017 09:10

    Hello Lucas, I think I am trying to achieve the same thing. Would you refer any website to learn how to code this?

  • Lucas Hartley commented
    October 16, 2017 19:08


       I have a vast number of years programming  especially when it comes to game engines, it was a simple task to get  it to work , just lots of code the control the key frames, with the xml  that sychro exports you can use that data to drive the cutting plane.

    The problem you face is it needs to be handed  on the gpu side so you need to create a either shader lab code or HLSL code to handle the cut. I cant really give you any websites because its a broad knowledge of games dev.

    good luck