FBX Exporter
FBX Exporter produces a babylon scene file from an FBX asset
Supported features
- cameras
- lights (including shadowcasting info)
- meshes (with or without associated skeletons)
- mesh instancing (make sure "preserve instances" is checked when exporting from 3DS Max)
- bone hierarchies
- materials (with any number of textures)
- animations (transforms / opacities / hierarchical) except on materials / textures
Prerequisites
To use this tool, you need to download the Visual C++ 2015 redistribuable package : http://www.microsoft.com/en-us/download/details.aspx?id=48145
To build from source you need to install the Autodesk FBX SDK 2016.1 and copy the lib folder from the SDK install location to 3rdParty\Fbx2016.1\
Usage
FbxExporter.exe "fbx file" "outdir" [/fps:60|30|24] [/skipemptynodes]
- fbx file : path to the source FBX asset
- outdir : directory where the resulting files are produced
- fps : specify the granularity of sampling used for animation exports. It only affects non-linear interpolated animations and bones animations (Babylon supports linear interpolated animation frames)
- skipemptynodes : avoid to export nodes containing only empty meshes. carefull : if you use an empty node as a camera or light locked target, do not use this argument
FBX Reroute Skeleton
This tool can be used to merge multiple FBX files together : n files with meshes associated to a common skeleton and 1 file containing an animation on this skeleton.
Usage
FbxRerouteSkeleton.exe /m:"mesh fbx file 1" [/m:"mesh fbx file 2" ...] /a:"animated skeleton fbx file" /o:"output fbx file" [/prefix:"bone name prefix in animated skeleton"]
- m: fbx files containing meshes linked to a common skeleton
- a: fbx file containing an animated version of the skeleton
- o: output fbx file
- prefix: prefix added to each bone name in the animated skeleton