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Pure erlang FBX - edb - 08-15-2023

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.


RE: Pure erlang FBX - tkbd - 08-16-2023

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


RE: Pure erlang FBX - micheus - 08-16-2023

(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


RE: Pure erlang FBX - dgud - 08-17-2023

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?


RE: Pure erlang FBX - edb - 08-18-2023

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-binary-file-format-specification/

Apart from that, though not technical, I read some of the articles of others experience implementing fbx from scratch:
https://godotengine.org/article/fbx-importer-rewritten-for-godot-3-2-4/


RE: Pure erlang FBX - dgud - 08-24-2023

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

But we don't need to support animations.


RE: Pure erlang FBX - edb - 08-29-2023

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.


RE: Pure erlang FBX - micheus - 08-31-2023

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


RE: Pure erlang FBX - edb - 09-01-2023

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.


RE: Pure erlang FBX - edb - 09-26-2023

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