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View Code? Open in Web Editor NEWA FBX to glTF file format converter.
License: MIT License
A FBX to glTF file format converter.
License: MIT License
Is there any way to change skinning-weights to 4? My engine does not support the 8 bone weights feature and this exporter seems to export more than 4.
I found another converter: https://github.com/godotengine/FBX2glTF which has this configuration, however this one is the only one that works for everything else in my pipeline. I can fix this by importing an re-exporting through blender but would be best if this was taken care of in this step.
Hi
I have one slight issue. As I’ve stated in the title, when I try to create a .glb file with embedded textures, it seems like the texture write operation is not correct. Model Viewer applications refuse to open such files.
I also tried to render the model in Unity, the geometry was correct but the color information from textures were unrelated.
I am using the alpha.39 version.
Thanks for this very useful tool.
Hi, I found this tool very useful but I was not able to find license text in the repository.
What kind of open-source license do you plan to use for this tool?
Thanks,
Hey! This project could potentially be a bit of a life saver for me... but I'm having some difficulties running it, any help would me greatly apprecitated
I've gone through the install steps with CMake and it seems to have all gone smoothly
-- Build files have been written to: C:/Users/adam_/FBX-glTF-conv
However when I go to run the command (I'm running it from the folder it was built to) I get the following message
C:\Users\adam_\FBX-glTF-conv>FBX-glTF-conv "C:\Users\adam_\FBX-glTF-conv\idle.fbx" --out "C:\Users\adam_\FBX-glTF-conv" 'FBX-glTF-conv' is not recognized as an internal or external command, operable program or batch file.
Is there a step after the CMake install command that I'm missing? I'm a complete newbie to CMake. Am I supposed to add a path variable for FBX-glTF-conv or do I have to do something with the built files CMake generates?
I've tried this on both windows & macOS and hit the same wall
Cheers!
HI, I have a problem about glb files.How can I export a glb file with embedded teturess rather than exporting a textures folder?
Thx!
When convert with this tool. It may give some errors when validate as below:
ERROR
GLB_CHUNK_LENGTH_UNALIGNED
: Length of chunk is not aligned to 4-byte boundaries.ACCESSOR_TOTAL_OFFSET_ALIGNMENT
: Accessor's total byteOffset isn't a multiple of componentType length 4.WARNING
NODE_SKINNED_MESH_NON_ROOT
: Node with a skinned mesh is not root. Parent transforms will not affect a skinned meshINFO
UNUSED_OBJECT
: This object may be unused.HINT
BUFFER_VIEW_TARGET_MISSING
: bufferView.target should be set for vertex or index data.Could you please also make a linux release? I use Kubuntu 22.04 if it's matter.
The readme suggests that it is possible to write a .glb file instead of a .gltf, .bin and folder
--out arg The output path to the .gltf or .glb file.
Defaults to "<working-directory>/<FBX-filename-basename>.gltf"
However, as far as I can tell there is no option to do so. When I give an output path with a .glb extension the utility still outputs a .gltf file, just with a different extension.
Is it possible to export .glb files with this program?
{
"code": "unsupported_inherit_type",
"node": "joint_xx",
"type": "Rrs"
}
FBX2glTF
works though with warnings
... uses unsupported transform inheritance type 'eInheritRrs'
This tool will attempt to partially compensate, but glTF cannot truly express this mode.
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