Comments (7)
I realize this is an old issue, but FWIW, I've switched from that three.js viewer to this babylon.js viewer. It is a pretty full featured 3D viewer that has many debug options.
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It's an old issue, but the urge remain (mostly) undimmed. I do wish we could get the FBX SDK source so we could compile it into a completely in-browser experience (though it might be too slow, not sure). Until then it will rely on a local binary install (although that can be automated with NPM.)
And you're right, Babylon is an excellent glTF loader & general engine, and I often prefer the look of its PBR implementation (and/or its default lighting setup.)
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Have you seen the debug window, it's sort of hidden away? That's been the killer feature for me.
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Yeah, agreed. The only "problem" with great debug tooling in the viewer is that it makes it even more clear how nice it would be if such an interface was looped back to FBX2glTF conversion parameters -- convert, eyeball result, tweak setting, reconvert, ...
... but that's a pretty sad argument to have to make. :-)
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@zellski rather than attempting to run it entirely client side, perhaps the project can be building a minimal dockerized client + server. I think its very reasonable then to provide a UI that allows the user to tweak setting and reconvert.
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This is an aside from the Docker question, but if you haven't yet, please take a look at the ./npm subdirectory. There's already a installable NPM module that contains the three binaries and executes the right one, behind the scenes, behind a JavaScript interface. So little new work needs doing there.
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I saw the npm directory, but for some reason I thought those were old binaries from the last github release. Are those in sync with the source code?
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Related Issues (20)
- Windows Build - upload new release or fix build instructions
- 2.32GB FBX model causes FBX2glTF to stall until it's killed by the OOM killer
- Linux binary won't start HOT 1
- Convert issue.
- couldn't get command line FBX2glTF to work HOT 1
- macOS install error HOT 1
- Is this still work/compile? HOT 1
- Animation gets displaced towards down HOT 1
- How do I build under Windows?
- unsupported transform inheritance type 'eInheritRrSs'
- Using FBX2glTF.exe to convert FBX to GLTF format, the resulting character material is brighter and the model size is reduced by 100 times
- Can't get materials
- Running from node-alpine HOT 1
- FB_ngon_encoding (quads in glTF) HOT 2
- The file name contains Chinese format conversion support HOT 1
- KHR_lights_punctual lights missing lights BUG
- Naming of buffer.bin causes problems
- Warning: node /RootNode/Model uses unsupported transform inheritance type 'eInheritRrSs'. (Further warnings of this type squelched.) HOT 1
- How does the source code compile and install under centOS?
- windows has a compilation problem
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