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https://github.com/libgdx/fbx-conv
Command line utility using the FBX SDK to convert FBX/Collada/Obj files to a custom text/binary format for static, keyframed and skinned meshes.
https://github.com/libgdx/fbx-conv
Last synced: about 2 months ago
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Command line utility using the FBX SDK to convert FBX/Collada/Obj files to a custom text/binary format for static, keyframed and skinned meshes.
- Host: GitHub
- URL: https://github.com/libgdx/fbx-conv
- Owner: libgdx
- License: apache-2.0
- Created: 2012-11-18T14:29:01.000Z (almost 12 years ago)
- Default Branch: master
- Last Pushed: 2022-01-01T12:41:34.000Z (over 2 years ago)
- Last Synced: 2024-06-10T07:33:26.842Z (3 months ago)
- Language: C
- Size: 24 MB
- Stars: 445
- Watchers: 49
- Forks: 116
- Open Issues: 13
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGES
- License: LICENSE
Awesome Lists containing this project
README
fbx-conv
========[![Build Status](https://travis-ci.org/libgdx/fbx-conv.svg?branch=master)](https://travis-ci.org/libgdx/fbx-conv)
Command line utility using the FBX SDK to convert [FBX/Collada/Obj files](http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/files/GUID-0B122E01-7DB8-48E3-AADA-5E85A197FEE1.htm)
to more runtime friendly formats. The FBX content is parsed into an
in-memory datastructure. Pluggable writers then take this datastructure
to generate the output. Send us a pull request if you want the writer
for your engine/framework/app to be integrated. We'll build the
converter for Windows, Linux and Mac.The FBX parser is largely based on GamePlay SDK's encoder. We'll try to
back-port any bug fixes or improvements.Hangout notes https://docs.google.com/document/d/1nz-RexbymNtA4pW1B5tXays0tjByBvO8BJSKrWeU69g/edit#
Command-line Usage
====================
* Windows - `fbx-conv-win32.exe [options] []`
* Linux - `fbx-conv-lin64 [options] []`
* Mac - `fbx-conv-mac [options] []`### Options/flags
* **`-?`** -Display help information.
* **`-o `** -Set the type of the output file to `` : FBX, G3DJ (json) or G3DB (binary).
* **`-f`** -Flip the V texture coordinates.
* **`-p`** -Pack vertex colors to one float.
* **`-m `** -The maximum amount of vertices or indices a mesh may contain (default: 32k)
* **`-b `** -The maximum amount of bones a nodepart can contain (default: 12)
* **`-w `** -The maximum amount of bone weights per vertex (default: 4)
* **`-v`** -Verbose: print additional progress information### Example
`fbx-conv-win32.exe -f -v myModel.fbx convertedModel.g3db`Precompiled Binaries
====================* [Mac](https://fbx-conv.s3.eu-west-2.amazonaws.com/mac/fbx-conv-mac.zip)
* [Linux 64](https://fbx-conv.s3.eu-west-2.amazonaws.com/linux/fbx-conv-linux.zip)
* [Windows](https://fbx-conv.s3.eu-west-2.amazonaws.com/win/fbx-conv.exe)These binaries are recompiled on any changes in the Git repository, via the travis build
On Windows you'll need to install VC 2015 Redistributable Package https://www.microsoft.com/en-us/download/details.aspx?id=48145
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
to /usr/lib on Linux. Otherwise you can use LD_LIBRARY_PATH and set it to the directory you put the .so file.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.
Building
========
You'll need premake and an installation of the FBX SDK 2019.0. Once installed/downloaded, set the
FBX_SDK_ROOT to the directory where you installed the FBX SDK. Then run one of the
generate_XXX scripts. These will generate a Visual Studio/XCode project, or a Makefile.On Linux and Mac, you can follow [Travis build steps](.travis.yml) in order to build and run it.