fbx

Vertex Animation stored in FBX file without using Point Cache?

好久不见. 提交于 2019-12-05 23:50:18
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? That's correct. The FBX stores the mesh/topology, and the point cache stores the offsets of the vertices over time. The FBX file format stores mesh topology, shapes and skin deformers, but not the actual vertex cache data since it can be of various formats, such as MCX (Maya), PC2 (Max) or

Importing and Displaying .fbx files in OpenGl

耗尽温柔 提交于 2019-12-05 00:06:26
问题 I have been trying to import and display an fbx file using the FBX SDK.Untill . I managed to load in the file, but I got stuck at the part where I have to display it. The questions: What exactly are those indices? How should I display the vertices? Here is the class that I made: 3dModelBasicStructs.h struct vertex { float x,y,z; }; struct texturecoords { float a,b; }; struct poligon { int a,b,c; }; Model.h #ifndef MODEL_H #define MODEL_H #define FBXSDK_NEW_API #define MAX_VERTICES 80000

How to setup QT Creator to use Autodesk FBX SDK as a library?

强颜欢笑 提交于 2019-12-04 05:16:04
问题 The Qt documentation for QMesh at the following link, https://doc.qt.io/qt-5.11/qt3drender-qmesh.html, shows that QMesh supports FBX when using the Autodesk FBX SDK. It provides no resource about how to go about setting this up, so I searched and found 1 resource on setting up the FBX SDK with Qt Creator at the following link: https://forums.autodesk.com/t5/fbx-forum/including-sdk-to-qt-creator/td-p/8184654 I tried the above solution, but when I try to load the QMesh I still get a Debug

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

回眸只為那壹抹淺笑 提交于 2019-12-02 05:57:23
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. This is really complicated since you have to read the specifications for each each format (stl/obj/fbx) and understand them in order to make one yourself. Luckily, there are many plugins out there already that can be used to export Unity mesh to stl, obj and fbx. FBX : UnityFBXExporter is used to export Unity mesh to fbx during run-time. public GameObject objMeshToExport; void Start() { string path =