FBX – Wikipedia

File format created by Autodesk to provide interoperability between 3D software
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FBX ( Filmbox ) is a proprietorship file format ( .fbx ) developed by Kaydara and owned by Autodesk since 2006. It is used to provide interoperability between digital content creation applications. FBX is besides contribution of Autodesk Gameware, a series of video game middleware .

history [edit ]

FBX originated as a replacement file format for canadian company Kaydara ‘s Filmbox, a software for recording data from movement capture devices. Prior to 1996, Filmbox 1.0 used a file format called FLM. The format only supported motion data, user preferences and a list of devices used in the appropriate of the movement data. This datum was a serialize interpretation of the libraries ( binary dump ), containing read/write memory data. This method of storing data did not work well with different versions of Filmbox. There was besides demand from early adopters of Filmbox to implement a target character in a scene with the gesture capture data, to enable the visual image of the data in a 3D see with display markers.

In 1996, Kaydara released a new native file format with Filmbox 1.5 called FBX, which used an object-based exemplary, allowing for the store of apparent motion, along with 2D, 3D, audio, and video recording data. The format saw wider support from other 3D software packages such as Cinema 4D, SoftImage 3D, PowerAnimator, LightWave 3D, 3D Studio MAX and TurboCAD. Filmbox was renamed MotionBuilder in 2002 with the exhaust of version 4.0. In 2003, Kaydara launched FBX for Apple ‘s QuickTime Viewer. Alias announced its intention to acquire Kaydara on August 8, 2004, reaching an agreement in September. A Software Development Kit was developed in 2005 to standardize the object exemplary and allow early software developers to provide plug-ins of their own. Alias was acquired by Autodesk on January 10, 2006. Later in 2006, support for properties was added to FBX .

Limitations [edit ]

The FBX file format is proprietorship ; however, the format description is exposed in the FBX Extensions SDK which provides header files for the FBX readers and writers.

There are two FBX SDK bindings for C++ and Python supplied by Autodesk. Blender includes a Python significance and export script for FBX, written without using the FBX SDK [ 1 ] and The OpenEnded Group ‘s Field includes a Java -based library for loading and extracting parts from a FBX file. [ 2 ] The Godot game engine has a FBX importer without using the FBX SDK. [ 3 ]

File format [edit ]

The FBX can be represented on-disk as either binary or ASCII data ; its SDK supports reading and writing both. While neither of the formats is documented, the ASCII format is a tree structured document with intelligibly named identifiers. For the FBX binary file format, the Blender Foundation published an unofficial specification, adenine well as a higher level unofficial specification ( bring in progress ) for how actual datum is laid out in FBX ( autonomous of ASCII or binary star format ).

See besides [edit ]

References [edit ]

  1. ^Coumans, Erwin (2009-12-26). “FBX”. Blender Foundation. Archived from the original on 2009-07-22. Export selected objects to Autodesks .FBX file format.
  2. ^Coumans, Erwin (2009-12-26). “Loading FBX files”. OpenEndedGroup. Archived from the original on 2009-10-29. Field’s comes with a Java-based library for loading, and hacking the interesting parts out of, FBX files.
  3. ^MacPherson, Gordon (2020-10-30). “FBX importer rewrite”. Godot. This is a complete rewrite of the importer. It will give more deterministic behaviour. Over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.

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