#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) - mesh instancing (make sure "preserve instances" is checked when exporting from 3DS Max) - 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++ 2015 redistribuable package : http://www.microsoft.com/en-us/download/details.aspx?id=48145 To build from source you need to install the Autodesk FBX SDK 2017.0.1 and copy the lib folder from the SDK install location to 3rdParty\Fbx2017.0.1\ ##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