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FBX SDK - best ways to learn, and is it worth it?


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#1 mv348   Members   -  Reputation: 253

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Posted 06 May 2012 - 10:51 AM

I started out with the ASSIMP library and was pretty fond of it! But unfortunately, many models I exported from maya/3dsmax came out scrambled, skewed, and otherwise distorted. Autodesk maintains the FBX SDK and this ensures compatibility with maya/3dsmax, and FBX seems to be a pretty standard file format, so I thought it might be better choice and less hassle than ASSIMP.

However! I have to say I find the FBX SDK documentation pretty poor. Its very brief, vague, and mostly tries to teach through example code, but leaves way too many questions open (at least to a beginner). I looked around and there seem to be no textbooks available, or more detailed, comprehensive tutorials. The autodesk fbx sdk discussion boards are a bit of a ghost town and the answers I've gotten are not very helpful.

I'm pretty frustrated because I really want to learn this well, but I can't seem to find the right resources or get my questions answered. Does anyone have any advice? Would it be worth asking my FBX related questions on these boards perhaps?

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#2 Anthony Bélisle   Members   -  Reputation: 109

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Posted 07 May 2012 - 08:23 PM

well i kinda had the same problem but you can try to work around by looking at a simple MD5 example here and understand quarternion if that such a big deal for you
you can look here http://tfc.duke.free...5-specs-en.html
its based on quarternion .. well.. instead of dual quaternion(wich is stated in "ViewScene" fbx sdk example).. or bones matrices from assimp.. wich i never understood whats a damn matrix.. lol

Edited by Anthony Bélisle, 07 May 2012 - 10:54 PM.


#3 Krohm   Crossbones+   -  Reputation: 3262

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Posted 10 May 2012 - 02:14 AM

That's bad news for me. Is there any chance you can convert to Collada?

Personally I haven't been 100% satisfied by AssImp either, it provides very good value but I wish it could maintain some extra connectivity information WRT vertices shared across different meshes.




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