Directx Fbx Converter 2016 Tax

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I am trying to build a game with animation in c++ with DirectX.

I have some fbx files with animation that I want to integrate in my game.

But I do not want to draw the fbx files as a FbxScene or FbxMesh but to get all the data of the mesh to a primitive data (like array of vertex) so I can easily change some things like convert it to directx mesh.

I searched the internet but I could not find a solution how to read the data from the FbxScene.

Thanks very much.

amit
amitamit
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2 Answers

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In supplemental to Syntac_'s example, here's how you could also load some keyframe and skeletal animation data.

For a start, given you have an Fbx scene object initialized, you could pass fbxScene->GetRootNode() to a method like this:

Load some mesh data

Load keyframes - the data on translation, rotation and scaling for each keyframe of an animation

Load skeletal animation

However, it's a bit complicated, because if you want to open the fbx properly, you'd have to consider things like smoothing groups and sub materials. Skinning is also tricky, because of taking the mesh's binding pose and the pile of tranformations affecting the mesh. It's kinda messy.

These examples are adapted cut-offs from Meshwork's MwModuleFbx. For a complete example reference, you can take a look at the full code, but bear in mind that it too has issues with skinning.You can find it at http://morroworks.com/meshwork/source/

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Adobe Fbx Converter

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Once you have loaded your scene you can do the following to get a reference to all the meshes.

Once you have a valid FbxMesh you can then do something like the following to read per-vertex data.

Note: This example uses the 2013.3 FBX SDK.

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Directx Fbx Converter 2016 Tax Return

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Autodesk Fbx Converter 2016

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Autodesk Fbx Converter

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