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fbx-conv
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========
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Command line utility using the FBX SDK to convert FBX/Collada/Obj files
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to more runtime friendly formats. The FBX content is parsed into an
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in-memory datastructure. Pluggable writers then take this datastructure
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to generate the output. Send us a pull request if you want the writer
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for your engine/framework/app to be integrated. We'll build the
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converter for Windows, Linux and Mac.
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The FBX parser is largely based on GamePlay SDK's encoder. We'll try to
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back-port any bug fixes or improvements.
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Hangout notes https://docs.google.com/document/d/1nz-RexbymNtA4pW1B5tXays0tjByBvO8BJSKrWeU69g/edit#
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Command-line Usage
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====================
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*   Windows - `fbx-conv-win32.exe [options] <input> [<output>]`
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*   Linux - `fbx-conv-lin64 [options] <input> [<output>]`
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*   Mac - `fbx-conv-mac [options] <input> [<output>]`
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###Options/flags
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*   **`-?`**				-Display help information.
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*   **`-o <type>`**			-Set the type of the output file to <type>
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*   **`-f`**				-Flip the V texture coordinates.
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*   **`-p`**				-Pack vertex colors to one float.
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*   **`-m <size>`**			-The maximum amount of vertices or indices a mesh may contain (default: 32k)
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*   **`-b <size>`**			-The maximum amount of bones a nodepart can contain (default: 12)
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*   **`-w <size>`**			-The maximum amount of bone weights per vertex (default: 4)
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*   **`-v`**				-Verbose: print additional progress information
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###Example
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`fbx-conv-win32.exe -f -v myModel.fbx convertedModel.g3db`
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Precompiled Binaries
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====================
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You can download the precompiled binaries from http://libgdx.badlogicgames.com/fbx-conv
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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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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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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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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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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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Building
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========
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You'll need premake and an installation of the FBX SDK 2014. Once installed/downloaded, set the
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FBX_SDK_ROOT to the directory where you installed the FBX SDK. Then run one of the
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generate_XXX scripts. These will generate a Visual Studio/XCode project, or a Makefile.