Closed zellski closed 6 years ago
I have this done*, just doing a little more testing before I submit.
Great news! Quick work. I haven't seen the code yet obviously, but:
Output looks like this:
"fromFBX": {
"userProperties": {
"currentUVSet": {
"type": "eFbxString",
"value": "map1"
},
"fidId": {
"type": "eFbxInt",
"value": 131
},
"blah": {
"type": "eFbxBool",
"value": 0
},
"ftest": {
"type": "eFbxDouble",
"value": 1.33333
},
"ded": {
"type": "eFbxDouble3",
"value": [
0.0,
0.0,
0.0
]
}
}
}
currentUVSet
only "garbage" I have found so to speak. Maya adds that to every mesh I believe.
Many thanks for the pull! I will wrap it in --user-properties (and --no-user-properties), and I think the default should be 'on'. It's possible someone out there will get cranky that behaviour changes from minor version to minor version, but this is just metadata, it has no effect on the model itself... and we're in beta. So I feel pretty okay with that.
FBX allows for custom, typed key/value properties on any
FbxObject
. Most of these could be mapped to a glTF object, and there they could be transcribed into extras fields, perhaps something like:where we just picked a node as an example; could be just about any glTF object. The type names are taken from here and further reading on properties can be found here.