if you have exception, please install the microsoft's redistribuable for visual studio 2013 update 5.
Into the zip, there is some modified files for the blender's fbx importer/exporter. It's about the last version of blender : the version 2.78c. So if you have this version you could replace the file. Else, I give you the original version of the importer, so you could do a diff (with beyong compare), and report the modification on yours version.
Notice: In the new version of blender, you don't need to check "extra transform experimental" at the import, like it's say on tutorial to modify a animation.
V2.1.1: (don't forget to update the blender plugins)
-try to have the same facililty on using a xxx.cam.ean.fbx in blender than in 3dsmax.
it's not a sucess on fov or Roll animations, but it's good to avoid manually selection of action and TrackToConstraint.
-ADD special case for modify xxx.cam.ean inside 3dsmax or blender. (link for a tutorial coming soon here)
-Add a option to not add texture in Fbx, so it's more lighter and fast to build (use shortcut if you want that by defaut).
-could use "path with space"
-the End or applications are normalized : by default, it's WaitOnError, but with options/shortcut you can change this.
-resolve extension in UpperCase.
-make order on blendindice and blendWeight , by having the cause of the inversion (bigEndian on blendIndice).
V 2.0.1 :
-Fbx exported from blender use a indirect array for vertexColors and normals, so I ajusted this. so it's solve some wrong vertexColor witch are important for some of emo (skill by sample).
Blender also miss the alpha channel in import and export. So I change the fbx's importer/exporter to make a second vertexColor just for alpha (it's also more easier to edit). Notice : at the export, alpha will be (red + green + bleu) / 3 .
SO DON'T FORGET TO UPDATE BLENDER'S FBX IMPORT/EXPORTER, please.
-bug: ean note needed anymore for fbxemd
-bug for emdFbx : xxx.dyt.emb is not yet necessary (not resolve all cases because some emo don't have emb at all. just clone and rename a emb to solve a problem temporaly).
NOTICE: if you want to edit only a ean, esk and emd are not necessary. if you want to only edit the skeleton, emd and ean are not necessary.
-bug emdFbx : don't care about double extention anymore (you could use xxxx.YYY.ean ).
V 2.0.0 :
-This version take care of all vertex definition (also for Emd from Emo or Nsk (skill, vfx, stage))
So, now, you can use this version to edit Emd (you can leave the version of Dario).
-You could adapt a skeleton to a new charac into Blender, witch could be taller/smaller. (Tutorial will come soon)
-you could create a new animation, with new bones. (a flying sword as example.) (new version of Tutorial will come soon)
The thing witch don't work as I want, is the TextureIndex definition, because Blender lose some textures. So you have to check the final emd by converting it into xml, and check with the original.