The functions of version 1.0 includes: * support converting of 3d model. * support converting of 3d skeletal animation(i.e., skinned animation). * support converting of 3d textures. * support (optional) scaling of 3d models.
Graphics card must support Microsoft® DirectX 11. To load a fbx. I have tried this software in late 2016 and. FBX converter was the. An open source tool for converting fbx to xfile(.x) Options. Can be viewed by DirectX viewer. 4) To convert man.fbx to.x file,seperating animation.
* support (optional) changing of up direction of axis. * support (optional) swapping of the winding order * support (optional) exchanging between left-hand coordinate(default) and right-hand coord * support (optional) deleting meshes without skin info before exporting You can find the tool by the following URL, With the help of this tool, it is easy to convert a 3dsmax animation model to.x format by using FBX format as an intermediate format, which is an official format of Autodesk. You can reach me by my gmail, if you have any questions or suggestions?
Thanks for your attention! Regards, Longjiang. Sorry for that. I have re-create the installation package, renamed as Fbx2X_SetupV1.01.rar.
Oh No It Red Rat Rar on this page. I test the installation package on both XP and Vista machine, so I believe it should be no problemnow. Usage: Fbx2X.exe Input fbx filename. More complete examples: 3) To convert man.fbx to.x file,run the following command D: model_samples>Fbx2X man.fbx If successful,you will get: Converting inputfile:D: model_samples man.fbx. Note: written log file:D: model_samples man.log. Man.log explains which files have been outputted.
E.g.: Model( with animation):man.x Format:Compressed Up Direction:Z All used 1 textures: man01.jpg The outputed file, man.x, can be viewed by DirectX viewer. 4) To convert man.fbx to.x file,seperating animation from the model D: model_samples>Fbx2X man.fbx /sx If successful,you will get: Converting inputfile:D: model_samples man.fbx. Note: written log file:D: model_samples man.log. Note: man.log explains which files have been outputted. E.g.: Model( without animation):man.x Animation:man_anim.x Format:Compressed Up Direction:Z All used 1 textures: man01.jpg The former is animation file and the latter is the model file. I hope it is clear:) Thanks for your attention.
Longjiang Attached demo, I used fbx models from _Flame_, whom I thanks so much.
ATG Samples Content Exporter ---------------------------- Copyright (c) Microsoft Corporation. All rights reserved.
February 9, 2018 The Samples Content Exporter was originally shipped as a sample in the legacy DirectX SDK. It makes use of the Autodesk FBX SDK to import an FBX file and then export the data as an SDKMESH. The SDKMESH format is a runtime geometry format supported by the DirectX Tool Kit and DXUT, and is used in the Windows 8 Store app sample Marble Maze. The source is written for Visual Studio 2013 Update 5, Visual Studio 2015 Update 3, or Visual Studio 2017. These components are designed to work without requiring any content from the DirectX SDK. For details, see 'Where is the DirectX SDK?'
ImportFBX Contains the main entry point for the command-line exporter tool and code for capturing data from FBX files. ExportObjects Contains a library of support code for the exporter. SDKMeshFileWriter Contains a library of code for writing out an.SDKMESH file from data captured as export objects.
XATGFileWriter Contains a library of code for writing out a.XATG file from data captured as export objects. DirectXMesh This contains the DirectXMesh geometry processing library that is used instead of legacy D3DX9 for computing tangent frames and face adjacency. DirectXTex This contains the DirectXTex texture processing library that is used instead of legacy D3DX9 for loading textures, generating mipmaps, and writing DDS files.
UVAtlas This contains the UVAtlas isochart library that is used instead of the legacy D3DX9 for creating a isochart texture atlas. All content and source code for this package are subject to the terms of the MIT License.. Use of OpenEXR is subject to it's own license terms, and requires the ZLIB library as well. Use of OpenEXR can be removed by undefining USE_OPENEXR from the VS 2015/2017 project and removing the NuGet packages. For the latest version of the Samples Content Exporter, more detailed documentation, bug reports and feature requests, please visit the GitHub project. This project has adopted the Microsoft Open Source Code of Conduct.
For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments. ------------------ BUILD INSTRUCTIONS ------------------ Install the Autodesk FBX SDK 2015.1 or later (latest tested version is 2018.1.1) for Windows VS 2013 and/or VS 2015 Ensure the environment variable FBX_SDK is set to point to the Autodesk FBX SDK (such as 'C: Program Files Autodesk FBX FbxSdk 2018.1.1') Open the ContentExporter_201?sln from Visual Studio. Build the solution The resulting command-line tool is located under ImportFBX in Debug_201x or Release_201x as ContentExporter.exe Usage: ContentExporter [options] ---------- DISCLAIMER ----------.SDKMESH has a long-time samples runtime geometry format for Microsoft since the retiring of the legacy.X file format. It has a number of limitations, and we don't recommend using it as a your production solution for meshes.
It is, however, very useful for samples and itself serves as an example of such file containers. The documentation on the format can be found in the DirectXMesh project wiki.
------------- RELEASE NOTES ------------- * The VS 2015 and later projects do not support building a 32-bit (x86) version of the exporter. X64 native (x64) use is wide-spread for content creation tools and provides much greater memory flexiblity. The VS 2013 project retains the x86 configuration if needed. * OpenEXR support for textures is not supported in the VS 2013 build due to limitations in the OpenEXR and ZLIB NuGet packages.
VS 2013 projects can still build the exporter, but will throw an error if you attempt to export an FBX that contains an.exr texture. * The VS 2017 project uses the VS 2015 version of the Autodesk FBX SDK libraries. VS 2017 C/C++ Runtime is binary-compatible with VS 2015 so this links successfully. --------------- RELEASE HISTORY --------------- February 9, 2018 Added -optimization switch to control LUR vs.
Hoppe algorithm (defaults to LRU) Updated DirectXMesh, DirectXTex, and UVAtlas libraries November 2, 2017 VS 2017 updated for Windows 10 Fall Creators Update SDK (16299) Updated DirectXMesh, DirectXTex, and UVAtlas libraries September 22, 2017 Updated DirectXMesh, DirectXTex, and UVAtlas for VS 2017 15.3 update /permissive- changes July 28, 2017 Added support for OpenEXR (via NuGet) to VS 2017 project Updated DirectXTex library June 30, 2017 Added -ignoresrgb switch to control handling of sRGB metadata in jpg, png, etc.