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Command line utility using the FBX SDK to convert FBX/Collada/Obj files to a custom text/binary format for static, keyframed and skinned meshes. This version uses 32-bit integer indices instead of shorts for use in Gaia Sky

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fbx-conv

This is my fork of fbx-conv using 32-bit integer indices instead of 16-bit shorts for use in Gaia Sky.

Command line utility using the FBX SDK to convert FBX/Collada/Obj files 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.

Command-line Usage

$  fbx-conv [options] <input> [<output>]

Options/flags

  • -? -Display help information.
  • -o <type> -Set the type of the output file to
  • -f -Flip the V texture coordinates.
  • -p -Pack vertex colors to one float.
  • -m <size> -The maximum amount of vertices or indices a mesh may contain (default: 32k)
  • -b <size> -The maximum amount of bones a nodepart can contain (default: 12)
  • -w <size> -The maximum amount of bone weights per vertex (default: 4)
  • -v -Verbose: print additional progress information

Example

$  fbx-conv -o g3db myModel.obj convertedModel.g3db

Building and installing

This verison only supports Linux.

Download FBX SDK 2014 and install it somewhere (/path/to/fbx-sdk-2014). Then, set the FBX_SDK_ROOT to the directory where you installed the FBX SDK, and finally make and install. Here is the full sequence:

$  export FBX_SDK_ROOT=/path/to/fbx-sdk-2014
$  make && sudo make install

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Command line utility using the FBX SDK to convert FBX/Collada/Obj files to a custom text/binary format for static, keyframed and skinned meshes. This version uses 32-bit integer indices instead of shorts for use in Gaia Sky

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