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FbxExporter Readme

simonferquel 10 years ago
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+#FBX Exporter
+FBX Exporter produces a babylon scene file from an FBX asset
+##Supported features
+- cameras
+- lights (including shadowcasting info)
+- meshes (with or without associated skeletons, no support for instancing yet)
+- bone hierarchies
+- materials (with any number of textures)
+- animations (transforms / opacities / hierarchical) except on materials / textures
+
+##Prerequisites
+To use this tool, you need to download the Visual C++ 2013 redistribuable package : http://www.microsoft.com/en-US/download/details.aspx?id=40784
+##Usage
+FbxExporter.exe "fbx file" "outdir" [/fps:60|30|24] [/skipemptynodes]
+- fbx file : path to the source FBX asset
+- outdir : directory where the resulting files are produced
+- fps : specify the granularity of sampling used for animation exports. It only affects non-linear interpolated animations and bones animations (Babylon supports linear interpolated animation frames)
+- skipemptynodes : avoid to export nodes containing only empty meshes. carefull : if you use an empty node as a camera or light locked target, do not use this argument
+
+#FBX Reroute Skeleton
+This tool can be used to merge multiple FBX files together : n files with meshes associated to a common skeleton and 1 file containing an animation on this skeleton.
+
+##Usage
+FbxRerouteSkeleton.exe /m:"mesh fbx file 1" [/m:"mesh fbx file 2" ...] /a:"animated skeleton fbx file" /o:"output fbx file" [/prefix:"bone name prefix in animated skeleton"]
+- m: fbx files containing meshes linked to a common skeleton
+- a: fbx file containing an animated version of the skeleton
+- o: output fbx file
+- prefix: prefix added to each bone name in the animated skeleton