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{"title":"Welcome to the FBX SDK",
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"description":"Autodesk® FBX® SDK is a C++ software development kit (SDK) that lets you create plug-ins, converters, and other applications that use Autodesk FBX technology. FBX technology allows you to translate and exchange 3D assets and media from a variety of sources quickly and easily.",
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{"title":"What is Autodesk FBX Technology?",
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{"title":"Sample FBX Applications",
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{"title":"Where FBX Fits in the Creation Pipeline",
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{"title":"What\'s new/What\'s changed",
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"description":"Downloading and installing the FBX SDK To download and install the FBX SDK on WIndows:Go to http://www.autodesk.com/fbx. Navigate to the Downloads page, and follow any instructions. Find the version",
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"description":"This tutorial program shows how to add textures, materials, and animation to meshes representing a model (in this case, a cube). Operations include:",
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"description":"Importing and Exporting a Scene Importing and exporting data is performed by the FbxImporter and FbxExporter classes respectively. The FbxIOSettings class is used to specify the scene data which is i",
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"description":"Loading an FBX SDK I/O Plug-in The FBX SDK uses a plug-in architecture to implement its file reading and writing capabilities. FBX SDK I/O Plug-ins consist of dynamically loaded library (DLL) files w",
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{"title":"FBX SDK Object Model",
"href":"./files/GUID-E802CA6C-4608-41ED-A35A-017CE6E9E8DD.htm",
"description":"Memory Management Memory management within the FBX SDK is performed by the FBX SDK Manager object (FbxManager). The FbxManager singleton is responsible for creating, manipulating, and destroying obje",
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{"title":"Managing Memory with the FBX SDK Manager",
"href":"./files/GUID-B3BF2A41-2262-4706-ABB3-D3C861B3F03B.htm",
"description":"Creating an FBX SDK Manager The FbxManager class is responsible for creating, managing, and destroying FBX SDK objects. Only one FbxManager instance is required for a given program. The creation of t",
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{"title":"FBX Objects",
"href":"./files/GUID-5D8BFE45-723E-4BD9-846B-E2B2540157C9.htm",
"description":"FBX Object Creation and Destruction An FBX object is an instance of FbxObject, or any other class derived from FbxObject. An instance of an object is created by invoking its class\' Create() function,",
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{"title":"FBX Properties",
"href":"./files/GUID-283ED424-E506-4A29-848F-9EAC8F1C4AF9.htm",
"description":"Managing Properties The FbxProperty template class is used to ensure that the data of a FbxObject is strongly typed. For example, the local translation vector of a FbxNode is described using a FbxTyp",
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{"title":"Connections",
"href":"./files/GUID-BB63A93A-7663-4256-B060-8EA35CB0FF3A.htm",
"description":"Visualizing Connections A connection is an FBX SDK data structure which manages the two-way relationship between FBX objects and/or FBX properties. To guarantee the consistency of connections within",
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{"title":"Error Handling",
"href":"./files/GUID-5509751F-8679-4D32-987D-8343FD8F6D1A.htm",
"description":"Errors Many member functions of FBX classes may trigger an error. In such a case: The function returns false. objectname->GetLastErrorString() returns a string with an error message. objectname-",
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{"title":"Supported String Formats",
"href":"./files/GUID-D3844B1D-4E74-4C64-AD79-14B00EB1FE4C.htm",
"description":"FBX SDK uses UTF-8 strings internally. UTF-8 (8-bit UCS/Unicode Transformation Format) is a variable-length character encoding for Unicode. It is able to represent any character in the Unicode standard, yet is backwards compatible with ASCII. For a good introduction to UTF-8, see Wikipedia (wikipedia.com).",
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{"title":"Customizing the FBX SDK",
"href":"./files/GUID-5FAF6FE0-5904-45C3-915A-DB0C9586D45B.htm",
"description":"",
"ancestors":[{"title": "FBX SDK Programmer\'s Guide","href":"./files/GUID-7A590C04-D849-4514-B243-21B981B1132E.htm"},{"title": "FBX SDK Object Model","href":"./files/GUID-E802CA6C-4608-41ED-A35A-017CE6E9E8DD.htm"}]},
{"title":"Nodes and the Scene Graph",
"href":"./files/GUID-F194000D-5AD4-49C1-86CC-5DAC2CE64E97.htm",
"description":"Nodes The position of a scene element such as a mesh, a light, a camera, a skeleton, or a line can be described by a sequence of translations, rotations, and scaling operations. This geometric transf",
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{"title":"FBX Scenes",
"href":"./files/GUID-4F644045-380D-4B75-A2A3-D39DDE53BEDD.htm",
"description":"Scene Graph Organization Summary The FBX SDK scene graph is abstracted by the FbxScene class. The scene is organized as a hierarchy of nodes (FbxNode). The root node of the scene is accessed via FbxS",
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{"title":"Merging Two Scenes",
"href":"./files/GUID-C08BAE05-B074-441C-9DBE-CE1811C0E6E2.htm",
"description":"The steps taken for merging two scenes are as follows:Load a scene. Modify a node within the loaded scene. Move the contents of the loaded scene into a reference scene. Load a different scene. Update",
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{"title":"Scene Axis and Unit Conversion",
"href":"./files/GUID-CC93340E-C4A1-49EE-B048-E898F856CFBF.htm",
"description":"Scene Axis and Unit Conversion Objects in the FBX SDK are always created in the right handed, Y-Up axis system. The scene\'s axis system may need to be converted to suit your application\'s needs. Cons",
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{"title":"FBX Nodes",
"href":"./files/GUID-02CF7021-71FF-4F31-A072-291EF86CCA5A.htm",
"description":"What is a Node? Nodes are primarily used to specify the position, rotation and scale of scene elements within a scene. Nodes are abstracted by the FbxNode class. A FbxScene contains a parent-child hi",
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{"title":"Transformation Data",
"href":"./files/GUID-C35D98CB-5148-4B46-82D1-51077D8970EE.htm",
"description":"Translation, Rotation and Scaling Vectors The default translation, rotation, and scaling (default TRS properties) of a node are accessed using the FbxNode::LclTranslation, FbxNode::LclRotation, and F",
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{"title":"Computing Transformation Matrices",
"href":"./files/GUID-10CDD63C-79C1-4F2D-BB28-AD2BE65A02ED.htm",
"description":"The FBX SDK and Maya use the same formula to compute a transformation matrix. The formula used by 3ds Max is different.",
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{"title":"FBX Node Attributes",
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{"title":"Lights",
"href":"./files/GUID-2F4395F9-5BB3-413C-BCC4-C519DAF6A484.htm",
"description":"Creating a Light Lights in the FBX SDK are abstracted by the FbxLight class. A FbxLight is created like any other object in a scene. By default, a FbxLight points along a node\'s negative Y axis. //",
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{"title":"Cameras",
"href":"./files/GUID-5A05DFB2-4985-4FE5-B0EF-C2855F925AAF.htm",
"description":"Creating a Camera Cameras in the FBX SDK are abstracted by the FbxCamera class. Stereocameras for 3D imaging are abstracted by the FbxCameraStereo class. In this topic, we will only look at the basic",
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{"title":"Geometry",
"href":"./files/GUID-4665F563-661B-4FC7-B867-2D1AE8032A1F.htm",
"description":"Geometry FbxGeometry is the base class for geometric objects which support control point deformations. Instances of FbxGeometry can be bound to FbxNode objects as node attributes to via FbxNode::SetN",
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{"title":"Meshes, Materials and Textures",
"href":"./files/GUID-8A69CD20-B8FB-4B23-925A-372E408390AA.htm",
"description":"Meshes Meshes are abstracted by the FbxMesh class. A FbxMesh defines a list of control points, also known in common literature as vertices. A single instance of FbxMesh can be bound to multiple insta",
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{"title":"Meshes",
"href":"./files/GUID-5EDC0280-E000-4B0B-88DF-5D215A589D5E.htm",
"description":"Creating a Mesh Meshes in the FBX SDK are abstracted by the FbxMesh class. A mesh is defined by a set of vertices, or \"control points\", and by a group of layers to define the mesh\'s normals, textures",
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{"title":"Instancing - Sharing a Mesh",
"href":"./files/GUID-0D483705-23D9-476D-A567-09609396B190.htm",
"description":"To reduce memory requirements, a single instance of FbxMesh can be bound to multiple instances of FbxNode. Imagine that you need a program where all cubes looked alike, but you needed many thousands of them. You could save memory by creating one FbxMesh object when the program starts up. Then, every time you needed a new cube, you create a new FbxNode object, then point that node to the one mesh. This is called instancing.",
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{"title":"Materials",
"href":"./files/GUID-3E0DCCD0-5F9A-44D0-8D5E-423237D49DB6.htm",
"description":"The sample code in this topic is also presented in the ExportScene03/main.cxx sample program. Creating a Material The FbxSurfaceMaterial class is the base class for Lambertian (FbxSurfaceLambert) an",
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{"title":"Using hardware shaders to create materials",
"href":"./files/GUID-78414234-8644-4725-9FAF-51F2175D3D2D.htm",
"description":"CGFX and DirectX hardware shaders are supported by FBX SDK starting with version 2010. You can set up a material with a CGFX or DirectX implementation using class FbxImplementation and class FbxBindingTable.",
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{"title":"Textures",
"href":"./files/GUID-AD69D141-C5DD-4609-AD5A-4805321FADD4.htm",
"description":"The sample code in this topic is also presented in the ExportScene03/main.cxx sample program. Creating a Texture From a File FbxTexture is the base class for textures in the FBX SDK. Textures rely on",
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{"title":"Layered Textures",
"href":"./files/GUID-452768B5-7A4F-45BD-AC37-DC1A034DCF3B.htm",
"description":"This topic will use diagrams to show how to use multiple geometry layers (class FbxLayer) to create a layered texture (class FbxLayeredTexture). A layered texture consists of several textures (class FbxTexture) that are partially transparent, and that are overlaid to create a texture that is a blending of the original textures. This topic also provides a visual review of geometry layers and geometry layer elements.",
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{"title":"Animation",
"href":"./files/GUID-B3311B8D-5390-4C63-AB9F-662AC7D5C6CC.htm",
"description":"",
"ancestors":[{"title": "FBX SDK Programmer\'s Guide","href":"./files/GUID-7A590C04-D849-4514-B243-21B981B1132E.htm"}]},
{"title":"Animation data structures",
"href":"./files/GUID-E8A5224C-488F-4477-AFE1-FC1EDB6934CB.htm",
"description":"To create animation in an FBX scene, you must use several closely related FBX classes: FbxAnimStack, FbxAnimLayer, FbxAnimCurve, FbxAnimCurveNode, and FbxAnimCurveKey.",
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{"title":"Migrating to the new data structures for animation",
"href":"./files/GUID-3DC64450-58B7-45D6-B7DD-F18190C247DB.htm",
"description":"The FBX SDK animation system has been completely redesigned.",
"ancestors":[{"title": "FBX SDK Programmer\'s Guide","href":"./files/GUID-7A590C04-D849-4514-B243-21B981B1132E.htm"},{"title": "Animation","href":"./files/GUID-B3311B8D-5390-4C63-AB9F-662AC7D5C6CC.htm"},{"title": "Animation data structures","href":"./files/GUID-E8A5224C-488F-4477-AFE1-FC1EDB6934CB.htm"}]},
{"title":"Animation classes and their interrelationships",
"href":"./files/GUID-386BAD6A-82F9-4148-BD5F-3FE2E90A87D0.htm",
"description":"Here is a UML class diagram showing the relationships between the classes that store animation-related data:",
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{"title":"Using animation layers to blend animation",
"href":"./files/GUID-9B6410C4-6441-4CAB-BFF5-FE6B07764232.htm",
"description":"Imagine that you have a set of animation curves that enable a character to walk, and another set that allow the character to run. To create a smooth transition from walking to running, you can blend the walking animation with the running animation for perhaps one second.",
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{"title":"Scene showing interrelationships of data structures",
"href":"./files/GUID-E7B43ABC-7F96-4A75-8769-3B7574F768AB.htm",
"description":"Here is a hypothetical scene showing the interrelationships between layers, animation curve nodes, animation layers, FBX objects and their properties:",
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{"title":"Using blend modes to control how a layer blends",
"href":"./files/GUID-29727281-5732-4F89-A06A-BBADD4C8993F.htm",
"description":"The blend mode of an animation layer affects how the animation contained in the layer is blended with animation in previous layers in the animation stack. There are three blend modes:",
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{"title":"Bypassing the blend mode for specified data types",
"href":"./files/GUID-8F28D5B6-C43D-47A5-8AD1-234F7092FE70.htm",
"description":"Each animation layer can contain animation curve nodes that affect many FBX properties of different data types. For some of these data types, notably booleans, you probably do not want the animation in one layer to “blend” with the animation in another layer.",
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{"title":"Extracting take data from a file",
"href":"./files/GUID-9481A726-315C-4A58-A347-8AC95C2AF0F2.htm",
"description":"You can extract and query animation data from FBX files without going through the overhead of loading the entire file. But you’ll need to use a concept, a class, and a function from the “old” FBX animation system.",
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{"title":"Evaluating the animation in a scene",
"href":"./files/GUID-1870771B-1A50-4B8C-B2A0-6979509DE0C1.htm",
"description":"To render (i.e., display) a scene containing animation, you need to evaluate at many points in time the animated properties of the relevant objects in the scene. For example, if you want to show a moving race car, and the race car is represented by a mesh, you must animate the local translation property of the node whose node attribute is the mesh. (see FbxNode::LclTranslation).",
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{"title":"Writing and using your own evaluator",
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