• Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Social Media
    •   @Wings3dOfficial
    •   @Wings3dOfficial
    •   Wings3dOfficial
    •   Wings3dOfficial
  • Register
  • Login
  • Website
  • Search
  • Member List
  • Help
  • Old Forum
  • Register
  • Login
Wings 3D Development Forum Wings 3D Design & Development v
« Previous 1 2 3 4 5 … 11 Next »
Pure erlang FBX

 
  • 0 Vote(s) - 0 Average
Pure erlang FBX

Pages (3): 1 2 3 Next »
edb
Offline

Member

Posts: 135
Threads: 16
Joined: Nov 2022
#1
08-15-2023, 07:02 PM
Hello,

I've been slowly writing code for a pure erlang FBX plugin. I'll first have an importer to show and likely an exporter some time later.

I will keep the plugin simple in a way (only import and export meshes) in the first releases to make it easier to merge requests/features.
tkbd
Offline

Senior Member

Posts: 451
Threads: 115
Joined: Nov 2012
#2
08-16-2023, 11:41 AM
Welcome back,edb.
I often used  to collada format unavoidably even if fbx nessesary.
Once Wing3d had fbx plugin but it gone some reasons.
So,It is how nice that if Wings could treat to fbx format isn't it. Smile
micheus
Offline

Forum's Admin and Support | Bug fixer
Posts: 3,676
Threads: 183
Joined: Jun 2012
#3
08-16-2023, 02:26 PM
(08-15-2023, 07:02 PM)edb Wrote: I've been slowly writing code for a pure erlang FBX plugin. I'll first have an importer to show and likely an exporter some time later.
Nice.
I had started to evaluate it a couple of months ago (installed the SDK and tried to build the launch code), but I got some issues | (personal and with the code) and also it was not priority.

I'm going to let you know what the main coders expect from it by replicating the advice I received: "You should probably use a nif instead of the old driver interface"

I hope you are in this path. Smile
[Image: tw.png] @MicheusVieira [Image: yt.png] @MicheusVieira [Image: da.png] Micheuss [Image: ig.png] micheus4wings3d
* Wings3D Team stands for: Björn and Dan
dgud
Offline

Grumpy Dev
Posts: 692
Threads: 37
Joined: Nov 2012
#4
08-17-2023, 07:12 AM
Cool, an erlang only variant would be great, that would be avoid any SDK installation hassle.

I have tried to go both ways, but didn't come very far, not beyond the planning stage.

The erlang way, tried to find the specifications but only found some on the old format in the blender forums,
so gave up on that. Tried to install the official SDK but could not even install it on a Ubuntu machine so gave up that
too.

Where did you find the format specifications, or on what are you basing the implementation?
edb
Offline

Member

Posts: 135
Threads: 16
Joined: Nov 2022
#5
08-18-2023, 05:08 PM (This post was last modified: 08-18-2023, 05:40 PM by edb.)
Hello all,

Thanks for the feedback and tips everyone. Though I felt it was early because I didn't quite have a plugin to show but the wings3d forum was quiet and I wanted to give some update what I was doing recently. So far I have some code that reads the fbx binary encoding and turns its content into a tree tuple representation of the file. I also have some code that turns the tree tuple back into fbx binary encoding.

dgud Wrote:Where did you find the format specifications, or on what are you basing the implementation?

I'm mostly relying on the information I found on:
https://code.blender.org/2013/08/fbx-bin...ification/

Apart from that, though not technical, I read some of the articles of others experience implementing fbx from scratch:
https://godotengine.org/article/fbx-impo...dot-3-2-4/
dgud
Offline

Grumpy Dev
Posts: 692
Threads: 37
Joined: Nov 2012
#6
08-24-2023, 01:07 PM
Hmm interesting but it seems they gave up on it though.
https://godotengine.org/fbx-import/

But we don't need to support animations.
edb
Offline

Member

Posts: 135
Threads: 16
Joined: Nov 2022
#7
08-29-2023, 12:32 PM (This post was last modified: 08-29-2023, 05:20 PM by edb.)
Hello,

I've managed to make a plugin and made a branch for it, currently it loads and saves geometries:
eb/fbx-plugin

Beam file available:
wpc_fbx_p.tar


dgud Wrote:Hmm interesting but it seems they gave up on it though.
https://godotengine.org/fbx-import/

Oh I didn't notice the follow up.
micheus
Offline

Forum's Admin and Support | Bug fixer
Posts: 3,676
Threads: 183
Joined: Jun 2012
#8
08-31-2023, 04:02 PM
ebd, thanks for the file.

Just in case other users need to know...
This plugin is compatible with the v2.2.9, right?

Sometimes I forget to use the previous version of Erlang which was used to build Wings3D and that creates problem of incompatibility. Blush
[Image: tw.png] @MicheusVieira [Image: yt.png] @MicheusVieira [Image: da.png] Micheuss [Image: ig.png] micheus4wings3d
* Wings3D Team stands for: Björn and Dan
edb
Offline

Member

Posts: 135
Threads: 16
Joined: Nov 2022
#9
09-01-2023, 08:04 PM
Hello micheus,

micheus Wrote:Just in case other users need to know...
This plugin is compatible with the v2.2.9, right?
Yep it installs on 2.2.9, all my plugin work is still the same as previous plugin builds at the moment.
edb
Offline

Member

Posts: 135
Threads: 16
Joined: Nov 2022
#10
09-26-2023, 01:12 AM
A small update, I think I fixed the scaling with Lcl Scaling, it seems fbx models are around the scale of 100.0 instead of 1.0.

Beam file available:
wpc_fbx_p.tar
« Next Oldest | Next Newest »

Users browsing this thread: 1 Guest(s)

Pages (3): 1 2 3 Next »


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:

© Designed by D&D - Powered by MyBB

Linear Mode
Threaded Mode