fbx

How to use .fbx file in android studio?

让人想犯罪 __ 提交于 2020-03-06 03:01:23
问题 I need to implement 3D model in my app. I have .fbx file and I want to implement it. I tried with .obj file and it is working but I am not able to use .fbx file. Can you please help me with .fbx file as I have already implemented .obj file but it doesn't give textures. Thanks! 回答1: You may need to use Unity3d to import the ".fbx" file and build it to run in Android. Unity3d will generate ".apk" file. Following link may help you. http://www.goprogramming.space/unity-and-android-studio

.fbx Model grayed out can can't be edited

天涯浪子 提交于 2020-01-04 13:59:08
问题 I have models created with 3D Studio Max. When I save as .FBX and import into Unity 3D they become grey. What's the reason of this and how can i solve it? Also i have huge troubles with performance of model on mobile. What's the best approach to get app faster? 回答1: 1) all models gray- this means the texture was lost in the import. You can create materials and drag them onto the mesh. But Unity can import your max files directly, you dont have to export to .fbx. Maybe if you try that your

Loading FBX model into DirectX application

僤鯓⒐⒋嵵緔 提交于 2019-12-25 01:56:23
问题 I am trying to render a 3d model from FBX file in my directx application, so I have loaded it using fbx sdk, but I found a big problem, probably caused by different coordinate system: DirectX use left handed, Fbx - right handed, so finally I got it rendered, but with two issues: all parts of the model look mirrored by Z axis (or by X - its not clear) position of the parts is incorrect after applying transformation matrix provided by FBX for each part; So how what I can do with Vertex data and

How to prepare a 3D model to embed in an AR App

落花浮王杯 提交于 2019-12-24 20:39:52
问题 I have a newbie-questions regarding a 3D model I want to use in an AR App (with sceneform). The model itself is in .fbx format and I have 5 textures or maps (as .jpg files) for opacity, metal, roughness, base color and normal. Importing the .fbx model works, but I have no idea how to assign the textures to it. According to the documentation (https://developers.google.com/ar/develop/java/sceneform/custom-material), I need a .mat file. And that's my problem, how to create one. Manually or

can anyone explain the FBX format for me?

六月ゝ 毕业季﹏ 提交于 2019-12-23 11:46:36
问题 i use notepad++ to see the data structure of FBX model but i have some problems understanding it. Here is some info of a cube(side = 10) located in (0,0,0), can anyone tell me what do these members mean? THANKS! Vertices: *24 { a: -5,-5,0,5,-5,0,-5,5,0,5,5,0,-5,-5,10,5,-5,10,-5,5,10,5,5,10 } PolygonVertexIndex: *36 { a: 0,2,-4,3,1,-1,4,5,-8,7,6,-5,0,1,-6,5,4,-1,1,3,-8,7,5,-2,3,2,-7,6,7,-4,2,0,-5,4,6,-3 } Edges: *18 { a: 0,1,2,3,4,6,7,8,9,10,13,14,16,19,20,25,26,32 } Normals: *108 { a: 0,0,-1

Vertex Animation stored in FBX file without using Point Cache?

无人久伴 提交于 2019-12-22 09:48:55
问题 Everything I've found seems to indicate that in order to export a vertex animation a point cache file must also be generated, but that means in addition to the FBX file a whole new folder with that cache data must also be built. Is there no way to store the (vertex) animation data entirely in the FBX file? 回答1: That's correct. The FBX stores the mesh/topology, and the point cache stores the offsets of the vertices over time. 回答2: The FBX file format stores mesh topology, shapes and skin

Convert mesh to stl/obj/fbx in runtime [closed]

 ̄綄美尐妖づ 提交于 2019-12-19 11:26:25
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 2 years ago . I am looking for a way to export a mesh into stl/obj/fbx format at runtime and save it on local files of an Android phone. How do I do this? I am willing to use a plugin(free/paid) if it exist. 回答1: This is really complicated since you have to read the specifications for each each format (stl/obj/fbx) and

Convert mesh to stl/obj/fbx in runtime [closed]

时光毁灭记忆、已成空白 提交于 2019-12-19 11:26:17
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 2 years ago . I am looking for a way to export a mesh into stl/obj/fbx format at runtime and save it on local files of an Android phone. How do I do this? I am willing to use a plugin(free/paid) if it exist. 回答1: This is really complicated since you have to read the specifications for each each format (stl/obj/fbx) and

After converting my FBX file to a .gltf, the model is incredibly small, why?

折月煮酒 提交于 2019-12-13 16:08:19
问题 QUESTION: After converting my FBX file to a .gltf, the model is incredibly small, why ? I tried scaling the model with frontObject.scale.set( 1000, 1000, 1000 ); but I get the following error: TypeError: Cannot read property 'set' of undefined Furthermore, in function ( xhr ) { progressBar.style.display = "block"; progressBar.style.width = ( xhr.loaded / xhr.total * 100 ) + '%'; loadingText.innerHTML = 'Loading... '+xhr.loaded+"/"+xhr.total; // For some reason, xhr.total = 0, so I can't use

How to open an FBX file from my UE4 project's interface

谁说胖子不能爱 提交于 2019-12-13 04:56:54
问题 I've created an interface for my UE4 project that has an import button. What I want it to do is to access FBX files in the user's desktop and opens the one the user selects. I've written a c++ code that searches for FBX files in the desktop and returns their names, if found. I'm kind of confused/stuck at this moment, and don't know exactly how to continue. My question is: Shall I open the FBX file using c++ or blueprints? It would be much appreciated if you could elaborate more on the