Simon Ferquel df19c64239 Fbx Exporter : fixed missing .h files from FBX sdk 10 rokov pred
..
3rdParty df19c64239 Fbx Exporter : fixed missing .h files from FBX sdk 10 rokov pred
BabylonFbxNative d301bc2b5a FBX Exporter update 10 rokov pred
FbxExporter d301bc2b5a FBX Exporter update 10 rokov pred
FbxRerouteSkeleton d301bc2b5a FBX Exporter update 10 rokov pred
FbxTests 89f06535e9 Initial commit for native fbx exporter 10 rokov pred
Redist d301bc2b5a FBX Exporter update 10 rokov pred
BabylonFBXExporter.sln d301bc2b5a FBX Exporter update 10 rokov pred
readme.md ddb72e2404 FBX Exported : fixed readme.md (referencing VS2015 redistruable instead of VS2013) 10 rokov pred

readme.md

#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 ##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