Minor README updates.

- Better 'tar' invocation that doesn't require GNU tar.
- No need for GIT_LFS_SKIP_SMUDGE anymore.
- Apply VSCode's MarkDown formatting suggestions.
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Pär Winzell 2019-10-09 09:35:37 -07:00
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# FBX2glTF
[![License](https://img.shields.io/badge/License-BSD%203--Clause-blue.svg)](https://opensource.org/licenses/BSD-3-Clause)
This is a command line tool for converting 3D model assets on Autodesk's
@ -17,11 +18,13 @@ Bleeding-edge binaries for Windows may be found [here](https://ci.appveyor.com/p
## Running
The tool can be invoked like so:
```
> FBX2glTF ~/models/butterfly.fbx
```
Or perhaps, as part of a more complex pipeline:
```
> FBX2glTF --binary --draco --verbose \
--input ~/models/source/butterfly.fbx \
@ -33,6 +36,7 @@ There are also some friendly & hands-on instructions available [over at Facebook
### CLI Switches
You can always run the binary with --help to see what options it takes:
```
FBX2glTF 0.9.7: Generate a glTF 2.0 representation of an FBX model.
Usage: FBX2glTF [OPTIONS] [FBX Model]
@ -106,7 +110,7 @@ Some of these switches are not obvious:
- `--compute-normals` controls when automatic vertex normals should be computed
from the mesh. By default, empty normals (which are forbidden by glTF) are
replaced. A choice of 'missing' implies 'broken', but additionally creates
normals for models that lack them completely.
normals for models that lack them completely.
- `--no-flip-v` will actively disable v coordinat flipping. This can be useful
if your textures are pre-flipped, or if for some other reason you were already
in a glTF-centric texture coordinate system.
@ -116,7 +120,7 @@ Some of these switches are not obvious:
will be chosen by default if you supply none of the others. Material switches
are documented further below.
- If you supply any `-keep-attribute` option, you enable a mode wherein you must
supply it repeatedly to list *all* the vertex attributes you wish to keep in
supply it repeatedly to list _all_ the vertex attributes you wish to keep in
the conversion process. This is a way to trim the size of the resulting glTF
if you know the FBX contains superfluous attributes. The supported arguments
are `position`, `normal`, `tangent`, `color`, `uv0`, and `uv1`.
@ -144,10 +148,12 @@ all of which are automatically downloaded and/or built.
build system will not successfully locate any other version.
### Linux and MacOS X
Your development environment will need to have:
- build essentials (gcc for Linux, clang for Mac)
- cmake
- python 3.* and associated pip3/pip command
- python 3.\* and associated pip3/pip command
- zstd
Then, compilation on Unix machines will look something like:
@ -165,11 +171,11 @@ else
fi
# Fetch Project
> GIT_LFS_SKIP_SMUDGE=1 git clone https://github.com/facebookincubator/FBX2glTF.git
> git clone https://github.com/facebookincubator/FBX2glTF.git
> cd FBX2glTF
# Fetch and unpack FBX SDK
> curl -sL "${FBXSDK_TARBALL}" | tar xz --strip-components=1 --wildcards */sdk
> curl -sL "${FBXSDK_TARBALL}" | tar xz --strip-components=1 --include */sdk/
# Then decompress the contents
> zstd -d -r --rm sdk
@ -198,10 +204,11 @@ versions of the IDE are unlikely to successfully build the tool.
Note that the `CMAKE_BUILD_TYPE` variable from the Unix Makefile system is
entirely ignored here; it is when you open the generated solution that
you will be choose one of the canonical build types — *Debug*,
*Release*, *MinSizeRel*, and so on.
you will be choose one of the canonical build types — _Debug_,
_Release_, _MinSizeRel_, and so on.
## Conversion Process
The actual translation begins with the FBX SDK parsing the input file, and ends
with the generation of the descriptive `JSON` that forms the core of glTF, along
with binary buffers that hold geometry and animations (and optionally also
@ -213,13 +220,14 @@ process happens in reverse when we construct meshes and materials that conform
to the expectations of the glTF format.
### Animations
Every animation in the FBX file becomes an animation in the glTF file. The
method used is one of "baking": we step through the interval of time spanned by
the animation, keyframe by keyframe, calculate the local transform of each
node, and whenever we find any node that's rotated, translated or scaled, we
record that fact in the output.
Beyond skeleton-based animation, *Blend Shapes* are also supported; they are
Beyond skeleton-based animation, _Blend Shapes_ are also supported; they are
read from the FBX file on a per-mesh basis, and clips can use them by varying
the weights associated with each one.
@ -228,6 +236,7 @@ drawback of creating potentially very large files. The more complex the
animation rig, the less avoidable this data explosion is.
There are three future enhancements we hope to see for animations:
- Version 2.0 of glTF brought us support for expressing quadratic animation
curves, where previously we had only had linear. Not coincidentally, quadratic
splines are one of the key ways animations are expressed inside the FBX. When
@ -257,33 +266,37 @@ old workflow often contain baked lighting of the type that would arise naturally
in a PBR environment.
Some material settings remain well supported and transfer automatically:
- Emissive constants and textures
- Occlusion maps
- Normal maps
- Emissive constants and textures
- Occlusion maps
- Normal maps
This leaves the other traditional settings, first of Lambert:
- Ambient — this is anathema in the PBR world, where such effects should
emerge naturally from the fundamental colour of the material and any ambient
lighting present.
- Diffuse — the material's direction-agnostic, non-specular reflection,
and additionally, with Blinn/Phong:
- Specular — a more polished material's direction-sensitive reflection,
- Shininess — just how polished the material is; a higher value here yields a
more mirror-like surface.
- Ambient — this is anathema in the PBR world, where such effects should
emerge naturally from the fundamental colour of the material and any ambient
lighting present.
- Diffuse — the material's direction-agnostic, non-specular reflection,
and additionally, with Blinn/Phong:
- Specular — a more polished material's direction-sensitive reflection,
- Shininess — just how polished the material is; a higher value here yields a
more mirror-like surface.
(All these can be either constants or textures.)
#### Exporting as Unlit
If you have a model was constructed using an unlit workflow, e.g. a photogrammetry
capture or a landscape with careful baked-in lighting, you may choose to export
it using the --khr-materials-common switch. This incurs a dependency on the glTF
extension 'KHR_materials_unlit; a client that accepts that extension is making
extension 'KHR_materials_unlit; a client that accepts that extension is making
a promise it'll do its best to render pixel values without lighting calculations.
**Note that at the time of writing, this glTF extension is still undergoing the
ratification process**
#### Exporting as Metallic-Roughness PBR
Given the command line flag --pbr-metallic-roughness, we throw ourselves into
the warm embrace of glTF 2.0's PBR preference.
@ -296,6 +309,7 @@ that route should be digested propertly by FBX2glTF.
when hooked up to Maya.)
## Draco Compression
The tool will optionally apply [Draco](https://github.com/google/draco)
compression to the geometric data of each mesh (vertex indices, positions,
normals, per-vertex color, and so on). This can be dramatically effective
@ -309,16 +323,18 @@ viewer that is willing and able to decompress the data.
ratification process.**
## Future Improvements
This tool is under continuous development. We do not have a development roadmap
per se, but some aspirations have been noted above. The canonical list of active
TODO items can be found
[on GitHub](https://github.com/facebookincubator/FBX2glTF/labels/enhancement).
## Authors
- Pär Winzell
- J.M.P. van Waveren
- Amanda Watson
- Pär Winzell
- J.M.P. van Waveren
- Amanda Watson
## License
FBX2glTF is licensed under the [3-clause BSD license](LICENSE).