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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.
C C++ Objective-C Other
Branch: master

Placeholder material, user name as key & correct vertex size info

- Use material name as key for the map, don't rely on the pointer
- Add placeholder material which will be used if a material with a name doesnt exist
- Add the material to the model *after* the nodes (so that any required placeholder material is added as well)
- Add warning when a node has parts without material (perhaps caused some unsupported mapping?) and use the placeholder instead (fixes #86)
- Fix the vertex count (-v was displaying the number of floats instead of number of vertices)
latest commit 36ae494fd3
@xoppa xoppa authored

README.md

fbx-conv

Build Status

Command line utility using the FBX SDK to convert FBX/Collada/Obj files 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] <input> [<output>]
  • Linux - fbx-conv-lin64 [options] <input> [<output>]
  • Mac - fbx-conv-mac [options] <input> [<output>]

Options/flags

  • -? -Display help information.
  • -o <type> -Set the type of the output file to
  • -f -Flip the V texture coordinates.
  • -p -Pack vertex colors to one float.
  • -m <size> -The maximum amount of vertices or indices a mesh may contain (default: 32k)
  • -b <size> -The maximum amount of bones a nodepart can contain (default: 12)
  • -w <size> -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

You can download the precompiled binaries from http://libgdx.badlogicgames.com/fbx-conv

The binaries are recompiled on any changes in the Git repository, via our trusty Jenkins instance, see http://libgdx.badlogicgames.com:8080/

On Windows you'll need to install VC 2010 Redistributable Package http://www.microsoft.com/en-us/download/confirmation.aspx?id=5555

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 and Java GUI around it.

Building

You'll need premake and an installation of the FBX SDK 2014. 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.

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