Using .blend in autodesk fbx converter
- #USING .BLEND IN AUTODESK FBX CONVERTER HOW TO#
- #USING .BLEND IN AUTODESK FBX CONVERTER CODE#
- #USING .BLEND IN AUTODESK FBX CONVERTER DOWNLOAD#
- #USING .BLEND IN AUTODESK FBX CONVERTER FREE#
#USING .BLEND IN AUTODESK FBX CONVERTER CODE#
The following code would get you the positions of all the vertices of your mesh: // inNode is the Node in this FBX Scene that contains the mesh The position information is stored in the control points. As a result, if you want, you can use "Vertex" and "Control Point" interchangeably. These 8 vertices are the only 8 "control points" in the FBX file. For example, you have a cube, then you have 8 vertices. In FBX we have the term "Control Point", basically a control point is a physical vertex. Now mControlPoints has served its purposeįor(auto itr = mControlPoints.begin() itr != mControlPoints.end() ++itr) įirst please let me explain how FBX stores all its information about a mesh. MTriangles.back().mIndices.push_back(vertexCounter) Sort the blending info so that later we can remove Copy the blending info from each control pointįor(unsigned int i = 0 i mBlendingInfo.size() ++i)ĬurrBlendingInfo.mBlendingIndex = currCtrlPoint->mBlendingInfo.mBlendingIndex ĬurrBlendingInfo.mBlendingWeight = currCtrlPoint->mBlendingInfo.mBlendingWeight Temp.mPosition = currCtrlPoint->mPosition ReadNormal(currMesh, ctrlPointIndex, vertexCounter, normal) įor (int k = 0 k GetTextureUVIndex(i, j), k, UV) MTriangleCount = currMesh->GetPolygonCount() įor (unsigned int i = 0 i GetPolygonVertex(i, j) ĬtrlPoint* currCtrlPoint = mControlPoints void FBXExporter::ProcessMesh(FbxNode* inNode) Note that there is some code related to blending info for animation. You don't know what each function does specifically, but you should get the idea that I am traversing the 3 vertices on each triangle of the mesh. This allows me to give you a Top-Down understanding of what you need to do to gather mesh data.
For the clarity of this section, I choose to show you how I traverse the mesh in a FBX file first. The first thing you want to do is to get the mesh data it already feels pretty good if you can import your static mesh into your engine.
The link is here: Mesh Data(position, UV, normal, tangent, binormal) If you have no knowledge about how skeletal animation works and what data you need to make skeletal animation happen, please look at Buckeye's article "Skinned Mesh Animation Using Matrices". For things like "how to initialize FBX SDK", please check the sample code yourself, the "ImportScene" sample would be very useful in this respect.
#USING .BLEND IN AUTODESK FBX CONVERTER HOW TO#
Basically I will tell the reader how to get the data they need for their game engine. This tutorial would be specifically about game engines. Since I don't think anyone has ever posted a clear and thorough tutorial on how to convert FBX files to custom formats, I will do it. I have searched almost all the corners on the Internet to clarify things so that I can have a clear mapping from FBX SDK's data to what I need in a game engine. Plus, since FBX format is utilized by a number of applications, rather than just game engines, the sample code provided is not using the more common technical terms we use in game development. The entire process is not very smooth, mainly because FBX's official documentation is not very clear. Note : Although the latest version of Backburner shown on the Autodesk Applications Store is 2019, this version will work for 3ds Max versions 2019, 20.I have wanted to make an FBX Exporter to convert FBX files to my own format for a while.
#USING .BLEND IN AUTODESK FBX CONVERTER FREE#
Is backburner still available for 3ds Max? Backburner is still available as a free application for 3ds Max, but the installer has to be obtained separately through the Autodesk App Store.
#USING .BLEND IN AUTODESK FBX CONVERTER DOWNLOAD#
Go to the Autodesk App Store and download Backburner 2019 for Windows at this link. Make sure to have the login credentials for your Autodesk Account. Where can I download the latest version of backburner? Note : Although the latest version of Backburner shown on the Autodesk Applications Store is 2019, this version will work for 3ds Max versions 2019, 20. For larger files, to use a download manager is highly recommended. The size of the file you are about to download is more than 300M. Info about Autodesk Backburner Download Convert What is Autodesk backburner? Autodesk® Backburner™ is a background rendering network system that allows animation scenes to be rendered by many computers working collectively on the same network.