Comments (6)
Good luck. It's not that hard to write a custom loader, especially when you can look at Assimp's and OpenFBX's source.
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Questions / Assumptions
- 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? - What the heck are clusters? They seem to be very connected to skeletons and vertex weights/indices.
- 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!
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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
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- Yes
- OpenFBX mirrors fbx structure, so you can find more info about clusters here: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/class_fbx_cluster.html
- Bone hierarchy and animations can be seen at the link you already found.
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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 :)
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Related Issues (20)
- Crash in parseObjects if FBX has no geometry HOT 1
- FBX用QT5显示 HOT 1
- How to delete object from ofbx::load HOT 1
- FrontAxis wrong ? HOT 13
- Where can I found armature value ? (Question) HOT 1
- Is it possible to get provide of FBX ? HOT 1
- How to get animated vertex positions of a mesh? HOT 1
- Request for animated example HOT 1
- how to use blendshapes HOT 3
- Typo in ShapeImpl::postprocess making normals incorrectly parsed for blend shapes HOT 1
- Some meshes are not correctly loaded HOT 1
- It doesn't build on Macos HOT 2
- can't free the memory of the scene HOT 1
- compiler warnings
- Add (proper) support for "ByPolygon" mapping for vertex data HOT 1
- Token parsing failure with "ascii" format with embedded texture data due to a ',' HOT 1
- `skipLine(...)` does not properly handle '\r\n' cases HOT 5
- Possible Nullptr dereference in `parseGeometryMaterials()` due to missing null checks HOT 1
- Missing failure handling for `parseArrayRaw(...)` when parsing matrix in `parsePose(...)`? HOT 1
- The library does not build under a C++11-compliant compiler. HOT 1
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