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.
- Windows -
fbx-conv-win32.exe [options] <input> [<output>]
- Linux -
fbx-conv-lin64 [options] <input> [<output>]
- Mac -
fbx-conv-mac [options] <input> [<output>]
-?-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
fbx-conv-win32.exe -f -v myModel.fbx convertedModel.g3db
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.
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.