[x3d-public] FBX to X3D

John Carlson yottzumm at gmail.com
Tue Sep 5 04:24:35 PDT 2023


Note that translating Blender Transforms to HAnim for one model per file is
straightforward, pretty much.  One will just needs to confirm the joint
DEFs can be copied over to name field with a few exceptions.  We will see
what happens when we get to sites and segments.

Well, I should probably stop procrastinating.

John

On Tue, Sep 5, 2023 at 3:31 AM John Carlson <yottzumm at gmail.com> wrote:

> Blender 3.6.2 is working superbly now to import FBX and export gltf.  Now
> I just need to add visualization to my HAnim skeleton i create from the
> VRML output from converting gltf to X3DV using tovrmlx3d.pl.  Does anyone
> want to follow my trail?
>
> We will get HAnim from Blender one way or another.  Another feature to add
> is checking for approved joints, segments and sites.
>
> John
>
> On Mon, Sep 4, 2023 at 6:43 PM John Carlson <yottzumm at gmail.com> wrote:
>
>> Blender isn't working, I will try to be patient.
>>
>> John
>>
>> On Mon, Sep 4, 2023 at 6:31 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>>> Michalis,
>>>
>>> Those aren't good options, at least on windows.  The first one has this
>>> warning:
>>>
>>> "Precompiled binaries include proprietary code from the Autodesk FBX
>>> SDK 2020, which is distributed under the Autodesk LICENSE AND SERVICES
>>> AGREEMENT
>>> <https://github.com/godotengine/FBX2glTF/releases/latest/download/FBX-SDK-License.rtf>
>>> .
>>>
>>> By downloading and using this tool, you agree to the terms of that
>>> Autodesk proprietary license."
>>>
>>>
>>> Not going there.
>>>
>>>
>>> The second one has a reference to another github, which make contain FBX
>>> SDK, I didn't look into it much
>>>
>>> Assimp doesn't compile, viewers are pretty defunct and cloudflare is
>>> blocking open3mod.com or something.
>>>
>>>
>>> Assimp is no longer recommended on x3d resources.
>>>
>>>
>>> Not good choices. A better choice might be Blender to glTF, I'll look
>>> into it
>>>
>>>
>>> I'll
>>>
>>> On Mon, Sep 4, 2023 at 11:18 AM Michalis Kamburelis <
>>> michalis.kambi at gmail.com> wrote:
>>>
>>>> One way I know is to convert FBX to glTF using
>>>> https://github.com/godotengine/FBX2glTF .
>>>>
>>>> Then convert glTF to X3D, e.g. using CGE/view3dscene or X_ITE.
>>>>
>>>> Indeed it's a double-conversion, two points where things can get lost
>>>> / wrong. But I don't think we have a more direct approach at this
>>>> point if you want to get X3D in the end.
>>>>
>>>> FBX2glTF is developed by the Godot game engine devs,
>>>> https://godotengine.org/fbx-import/ . I fully second their notion is
>>>> the documentation to *avoid using FBX as much as you can*, it's a
>>>> closed format. All open standards (X3D, glTF, USD...) are really
>>>> better. But sometimes we don't have a choice, which I guess is also
>>>> why you ask :)
>>>>
>>>> Other ways: use https://github.com/facebookincubator/FBX2glTF (no
>>>> longer maintained actively, Godot fork is more active) or using
>>>> https://github.com/assimp/assimp . They also offer FBX -> glTF at
>>>> best, so you'd still need 2nd conversion glTF -> X3D.
>>>>
>>>> Regards,
>>>> Michalis
>>>>
>>>>
>>>>
>>>> pon., 4 wrz 2023 o 18:07 Joe D Williams <joedwil at earthlink.net>
>>>> napisał(a):
>>>> >
>>>> > How to get .fbx into x3d?
>>>> > Joe
>>>> >
>>>> >
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>>>
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