FBX Converter
In addition to the Collada converter written by the Google team for O3D, I wrote
a little FBX converter in C# for Windows (with GUI).
Download the converter v0.2 here.
Source code for Visual Studio is available here.
NOTE : The current version was tested with 3DS Max 2010 and Maya 2008 using the FBX exporter v2010.2
The converter contains :
-
The FBX importer that loads a FBX file and provides FBX nodes to the converter
- The FBX converter that is fully available to the user via an
attached JScript.Net file that is dynamically recompiled on demand. This converter
creates equivalent O3D objects from the provided FBX nodes.
- The O3D scene serializer that will create the final O3D scene using the O3D objects
created by step 2.
Current features are :
- External JScript file (for custom properties conversion, procedural content generation,
custom override or special handling of objects)
- Mesh Export
- Camera / Light Export (as simple o3d.Transform
objects)
- Default Material Export (standard or multi-sub)
- Hardware Material Export
- 2D Textures & Cube Textures Export
- Hierarchical PRS Animation Export
- Mesh consolidation (splits the geometry according to differences like UVs, smoothing groups, materials or vertex colors)
- Mesh instances compression (stores only the difference in meshes and factorizes identical data streams)
- Vertex Colors
- Multiple UV sets (for light-mapping, ambient occlusion, you name it...)
- Additional informations can be embedded in a FBX file using an external manifest file attached to the FBX file.
- Delay-loaded textures so you can asynchronously load textures from a repository (supported by the Patapi) instead of embedding them in the O3DTGZ archive
Missing features :
- Skinning
- Triangle Strips Generation
- Orientations other than "Z-Up"
Testing Your Scene
Here are 4 simple steps to test your scene :
- Create a 3D scene using your favourite package (currently, only 3DS MAX 2010 was really tested)
Use either standard materials with the usual diffuse texture, or even only a diffuse color.
Use hardware materials (i.e. DirectX materials) and select one of the currently supported materials (NOTE : This doesn't mean other materials are not supported, only that you need to add the support yourself...)>
- Export the scene in FBX
Use the followings settings
(please note that the FBX exporter has a
"bug" and gets stuck to "Y-Up" although it's showing "Z-Up". From my experience,
changing export mode from "Z-Up" to "Y-Up", then back to "Z-Up" again seems to finally
decide it to switch to "Z-Up")
- Launch the FBX => O3D converter and convert your FBX scene into an O3DTGZ scene.
- Use the Custom Scene Test page to upload your
scene and test it (limited to 50Mb).
If you used a supported shader, it should appear correctly...