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| 1717 | chris | 1 | fbx-conv |
| 2 | ======== |
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| 3 | |||
| 4 | Command line utility using the FBX SDK to convert FBX/Collada/Obj files |
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| 5 | to more runtime friendly formats. The FBX content is parsed into an |
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| 6 | in-memory datastructure. Pluggable writers then take this datastructure |
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| 7 | to generate the output. Send us a pull request if you want the writer |
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| 8 | for your engine/framework/app to be integrated. We'll build the |
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| 9 | converter for Windows, Linux and Mac. |
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| 10 | |||
| 11 | The FBX parser is largely based on GamePlay SDK's encoder. We'll try to |
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| 12 | back-port any bug fixes or improvements. |
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| 13 | |||
| 14 | Hangout notes https://docs.google.com/document/d/1nz-RexbymNtA4pW1B5tXays0tjByBvO8BJSKrWeU69g/edit# |
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| 15 | |||
| 16 | Command-line Usage |
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| 17 | ==================== |
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| 18 | * Windows - `fbx-conv-win32.exe [options] <input> [<output>]` |
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| 19 | * Linux - `fbx-conv-lin64 [options] <input> [<output>]` |
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| 20 | * Mac - `fbx-conv-mac [options] <input> [<output>]` |
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| 21 | |||
| 22 | ###Options/flags |
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| 23 | * **`-?`** -Display help information. |
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| 24 | * **`-o <type>`** -Set the type of the output file to <type> |
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| 25 | * **`-f`** -Flip the V texture coordinates. |
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| 26 | * **`-p`** -Pack vertex colors to one float. |
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| 27 | * **`-m <size>`** -The maximum amount of vertices or indices a mesh may contain (default: 32k) |
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| 28 | * **`-b <size>`** -The maximum amount of bones a nodepart can contain (default: 12) |
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| 29 | * **`-w <size>`** -The maximum amount of bone weights per vertex (default: 4) |
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| 30 | * **`-v`** -Verbose: print additional progress information |
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| 31 | |||
| 32 | ###Example |
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| 33 | `fbx-conv-win32.exe -f -v myModel.fbx convertedModel.g3db` |
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| 34 | |||
| 35 | Precompiled Binaries |
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| 36 | ==================== |
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| 37 | You can download the precompiled binaries from http://libgdx.badlogicgames.com/fbx-conv |
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| 38 | |||
| 39 | The binaries are recompiled on any changes in the Git repository, via our trusty Jenkins instance, see http://libgdx.badlogicgames.com:8080/ |
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| 40 | |||
| 41 | On Windows you'll need to install VC 2010 Redistributable Package http://www.microsoft.com/en-us/download/confirmation.aspx?id=5555 |
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| 42 | |||
| 43 | On Linux and Mac, we have to link to the dynamic libraries of the FBX SDK (libfbxsdk.so and libfbxsdk.dylib). We recommend copying libfbxsdk.so |
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| 44 | to /usr/lib on Linux. Otherwise you can use LD_LIBRARY_PATH and set it to the directory you put the .so file. |
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| 45 | |||
| 46 | There's also a [Qt GUI wrapper](https://github.com/Reydw/Fbx-Converter-GUI) and [Java GUI](https://github.com/ASneakyFox/libgdx-fbxconv-gui) around it. |
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| 47 | |||
| 48 | Building |
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| 49 | ======== |
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| 50 | You'll need premake and an installation of the FBX SDK 2014. Once installed/downloaded, set the |
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| 51 | FBX_SDK_ROOT to the directory where you installed the FBX SDK. Then run one of the |
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| 52 | generate_XXX scripts. These will generate a Visual Studio/XCode project, or a Makefile. |