Comments (6)
@zellski are you currently working on this? I'd be interested in contributing to this as it would allow us to export valid .gltf files with external images. The AFrame community is in need of a better way of exporting from Maya and this project is fairly close.
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@robertlong I'm planning on doing some cleanup here for sure, sooner rather than later. Can you clarify what exactly you want to do? By external images do you mean, "not literally embedded in the FBX" or do you mean URIs, for something like WebGL deployment?
We have no way of mapping filenames to URIs right now, although that'd be interesting. You could imagine something like FBX2glTF --resource-prefix https://foo.com/assets/textures/
If it's just a bunch of texture files and they're referenced in the FBX, chances are it already works. The current strategy is to take the basename of each texture's filename, and then look for a file with that same basename in the directory where the FBX file is. Thus if the FBX references C:\Work\Birds\Sparrow_diffuse.png, you're doing the conversion on a Mac, and you put a Sparrow_diffuse.png next to the FBX, which can exist anywhere in the filesystem, that should already work right. (In fact, it should match even if you change the suffix to a .jpg).
We handle textures very poorly in non-binary mode at the moment. That's part of what I want to fix.
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The non-binary support would be nice. Currently it just outputs a uri with textureName.ktx
. Instead what is needed is copying the image file into the output directory and setting the proper uri. That would enable .gltf
export that references images via uri.
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Oh, yes -- that .ktx line is a bizarre holdover from a very early version. I think we agree that leaning on relative paths by simply outputting the basename of the texture's FBX-internal filename should do what you're looking for. We could possibly copy the texture files too.
I'll take a pass at the cleanup in the next day or two, then we can see where we're at; if there is further work you'd like to see at that point, contributions are more than welcome!
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That would be great, thanks!
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@robertlong Take a look at #16 and see what you think.
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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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