[x3d-public] FBX to X3D

John Carlson yottzumm at gmail.com
Tue Sep 5 04:18:11 PDT 2023


Yeah, I’m working in an alternate path to convert transforns to joints.
The DEFs match right up to names in the standard in our case.  The first
time we tried Blender, i think we tried X3D export.  That seems to be okay
for skin, but there’s no skin coords since there’s no joints, so no skin
animation.  glTF exports transforms for joints, haven’t seen joint skin
coords either.  The embedded texture output is blocky, but that might be an
old example.   I now have a X3DV with a humanoid and a Texture image, i got
rid of the PixelTexture.  So the file is ready to add skin coords to
joints, and UV data and image file for texture.

One thing I need to do is rewrite my joint approval code in perl from
JavaScript.

I also need to take out recursive regular expressions and count opening and
closing brackets equally.  That’s how i was able to add a joints field
after the skeleton.  I learned q cute trick from stackoverflow for counting
nested stuff.

John
On Tue, Sep 5, 2023 at 5:54 AM Michalis Kamburelis <michalis.kambi at gmail.com>
wrote:

> About the Godot exporter ( https://godotengine.org/fbx-import/ ) using
> Autodesk FBX SDK: Indeed it sucks, and they say it openly in their
> docs. And this is a general problem with FBX. You can read FBX in 2
> ways:
>
> 1. You use proprietary Autodesk FBX SDK
>
> 2. You reverse-engineer FBX and support only a subset of its features.
>
> From what I know, Godot developers explored various options to handle
> FBX throughout Godot history. They tried to use original FBX2glTF,
> Assimp, own code (see the link from
> https://godotengine.org/fbx-import/ -- """Relying on reverse
> engineering was attempted in the past, but it turned out to be too
> unreliable."""). Their conclusions after user feedback was
> unfortunately that approach AD 2 will never be good enough for users.
>
> So the AD 1, while it relies of prioprietary Autodesk FBX SDK and it
> sucks, seemed the only option to have Really Good Support for FBX.
>
> Blender's FBX importer uses reverse-engineering. But if it works for
> you (for the features you need), naturally go ahead and use it.
>
> The bottom line is: stay away from FBX as much as you can. Use X3D,
> use glTF, use open 3D standards. (But I guess you have no choice,
> hence this thread...)
>
> Note that tovrmlx3d doesn't generate H-Anim nodes. Neither does
> Blender. But I understand you will "sum up" existing H-Anim nodes into
> some content converted from FBX / glTF.
>
> Regards,
> Michalis
>
> wt., 5 wrz 2023 o 10:31 John Carlson <yottzumm at gmail.com> napisał(a):
> >
> > 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.
> >>>
> >>> 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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> >>>> > x3d-public at web3d.org
> >>>> > http://web3d.org/mailman/listinfo/x3d-public_web3d.org
> >>>>
> >>>> _______________________________________________
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>
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