# fbx-conv **Repository Path**: Coolcow/fbx-conv ## Basic Information - **Project Name**: fbx-conv - **Description**: No description available - **Primary Language**: Unknown - **License**: Apache-2.0 - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2019-12-28 - **Last Updated**: 2024-07-17 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README fbx-conv ======== [![Build Status](https://travis-ci.org/libgdx/fbx-conv.svg?branch=master)](https://travis-ci.org/libgdx/fbx-conv) Command line utility using the FBX SDK to convert [FBX/Collada/Obj files](http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/files/GUID-0B122E01-7DB8-48E3-AADA-5E85A197FEE1.htm) to more runtime friendly formats. The FBX content is parsed into an in-memory datastructure. Pluggable writers then take this datastructure to generate the output. Send us a pull request if you want the writer for your engine/framework/app to be integrated. We'll build the converter for Windows, Linux and Mac. The FBX parser is largely based on GamePlay SDK's encoder. We'll try to back-port any bug fixes or improvements. Hangout notes https://docs.google.com/document/d/1nz-RexbymNtA4pW1B5tXays0tjByBvO8BJSKrWeU69g/edit# Command-line Usage ==================== * Windows - `fbx-conv-win32.exe [options] []` * Linux - `fbx-conv-lin64 [options] []` * Mac - `fbx-conv-mac [options] []` ### Options/flags * **`-?`** -Display help information. * **`-o `** -Set the type of the output file to * **`-f`** -Flip the V texture coordinates. * **`-p`** -Pack vertex colors to one float. * **`-m `** -The maximum amount of vertices or indices a mesh may contain (default: 32k) * **`-b `** -The maximum amount of bones a nodepart can contain (default: 12) * **`-w `** -The maximum amount of bone weights per vertex (default: 4) * **`-v`** -Verbose: print additional progress information ### Example `fbx-conv-win32.exe -f -v myModel.fbx convertedModel.g3db` Precompiled Binaries ==================== You can download the precompiled binaries from http://libgdx.badlogicgames.com/fbx-conv The binaries are recompiled on any changes in the Git repository, via our trusty Jenkins instance, see http://libgdx.badlogicgames.com:8080/ On Windows you'll need to install VC 2010 Redistributable Package http://www.microsoft.com/en-us/download/confirmation.aspx?id=5555 On Linux and Mac, we have to link to the dynamic libraries of the FBX SDK (libfbxsdk.so and libfbxsdk.dylib). We recommend copying libfbxsdk.so to /usr/lib on Linux. Otherwise you can use LD_LIBRARY_PATH and set it to the directory you put the .so file. There's also a [Qt GUI wrapper](https://github.com/Reydw/Fbx-Converter-GUI) and [Java GUI](https://github.com/ASneakyFox/libgdx-fbxconv-gui) around it. Building ======== You'll need premake and an installation of the FBX SDK 2014. Once installed/downloaded, set the FBX_SDK_ROOT to the directory where you installed the FBX SDK. Then run one of the generate_XXX scripts. These will generate a Visual Studio/XCode project, or a Makefile.