New FBX exporter for Ogre
Posted: Wed Aug 08, 2012 3:58 am
Hi everyone,
I wanted to share the FBX->Ogre exporter that we've developed here at FaceFX. It has helped us drastically simplify FaceFX 2013 and I hope it can do the same for your Ogre projects.
source code: https://bitbucket.org/oc3/fxogrefbx
video: https://www.youtube.com/watch?v=UHpLvygnIvA
If you want to take a look at the binary version, please try it as part of our FaceFX 2013 Beta:
http://www.facefx.com/content/facefx-2013-beta-release
You don't need to know how to use FaceFX, just drag your FBX files onto the application, and see if the exporter is correctly getting the content into the Ogre viewport. Like Unity's FBX pipeline, if you have other FBX animations in the base_name@anim_name.fbx format, we'll add those bone and morph animations to the .SKELETON and .MESH files.
Ideally we can iron out any kinks before we release FaceFX 2013, so let us know if you get results that we should know about (crashes, FBX files that import well in other places, but not FaceFX, etc).
I wanted to share the FBX->Ogre exporter that we've developed here at FaceFX. It has helped us drastically simplify FaceFX 2013 and I hope it can do the same for your Ogre projects.
source code: https://bitbucket.org/oc3/fxogrefbx
video: https://www.youtube.com/watch?v=UHpLvygnIvA
If you want to take a look at the binary version, please try it as part of our FaceFX 2013 Beta:
http://www.facefx.com/content/facefx-2013-beta-release
You don't need to know how to use FaceFX, just drag your FBX files onto the application, and see if the exporter is correctly getting the content into the Ogre viewport. Like Unity's FBX pipeline, if you have other FBX animations in the base_name@anim_name.fbx format, we'll add those bone and morph animations to the .SKELETON and .MESH files.
Ideally we can iron out any kinks before we release FaceFX 2013, so let us know if you get results that we should know about (crashes, FBX files that import well in other places, but not FaceFX, etc).