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Documentation #2

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nem0 opened this issue Jul 5, 2017 · 6 comments
Closed

Documentation #2

nem0 opened this issue Jul 5, 2017 · 6 comments

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@nem0
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nem0 commented Jul 5, 2017

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@nem0 nem0 self-assigned this Jul 5, 2017
@nem0
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nem0 commented Jul 5, 2017

Demo screenshot
ofbx

@nem0 nem0 added the Critical label Jul 5, 2017
@perkele1989
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Please sir, may I have some more?

Questions / Assumptions

  1. In scene->getMesh(i)->getGeometry()->getMaterials(), do this one also work like uv/normals, and each vertex has an index to the material it uses?
  2. What the heck are clusters? They seem to be very connected to skeletons and vertex weights/indices.
  3. How are skeletons and their animations laid out in your structures? How do I get the bone hierarchy? How do I get the inverse bind pose etc.?

Cheers!

@perkele1989
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Just to answre myself a bit, and if anyone else wonders, this specific file shows some pretty detailed ofbx usage: https://github.com/nem0/LumixEngine/blob/master/src/renderer/editor/import_asset_dialog.cpp

@nem0
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nem0 commented Jul 11, 2018

@perkele1989
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@nem0 Thanks buddy! Yeah I realized this after reading up a little more about FBX. Hopefully this thread is of help to other people, however I've personally decided to write my own loader, as the format itself isn't too complicated. This way I can fit the parsing of the loaded document to my own projects need :)

@nem0
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nem0 commented Jul 11, 2018

Good luck. It's not that hard to write a custom loader, especially when you can look at Assimp's and OpenFBX's source.

@nem0 nem0 closed this as completed Jul 11, 2018
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