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197 lines
7.6 KiB
Markdown
197 lines
7.6 KiB
Markdown
# Open Source FBX Specification for the Importer
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The goal of this document is to make everything in FBX clearly stated, any errors will be corrected over time this
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is a first draft.
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## fbx parser - originally from assimp
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- Folder: /modules/fbx/fbx_parser
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- Upstream: assimp
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- Original Version: git (308db73d0b3c2d1870cd3e465eaa283692a4cf23, 2019)
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- License: BSD-3-Clause
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This can never be updated from upstream, we have heavily modified the parser to provide memory safety and add some
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functionality. If anything we should give this parser back to assimp at some point as it has a lot of new features.
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# Updating assimp fbx parser
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Don't. It's not possible the code is rewritten in many areas to remove thirdparty deps and various bugs are fixed.
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Many days were put into rewriting the parser to use safe code and safe memory accessors.
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# File Headers
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FBX Binaries start with the header "Kaydara FBX Binary"
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FBX ASCII documents contain a larger header, sometimes with copyright information for a file.
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Detecting these is pretty simple.
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# What is an OP link?
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It's an object to property link. It lists the properties for that object in some cases. Source and destination based by
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ID.
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# What is a OO link?
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Its an object to object link, it contains the ID source and destination ID.
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# FBX Node connections
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Nodes in FBX are connected using OO links, This means Object to Object.
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FBX has a single other kind of link which is Object Property, this is used for Object to Property Links, this can be
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extra attributes, defaults, or even some simple settings.
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# Bones / Joints / Locators
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Bones in FBX are nodes, they initially have the Model:: Type, then have links to SubDeformer the sub deformer
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is part of the skin there is also an explicit Skin link, which then links to the geometry using OO links in the
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document.
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# Rotation Order in FBX compared to Godot
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**Godot uses the rotation order:** YXZ
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**FBX has dynamic rotation order to prevent gimbal lock with complex animations**
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```cpp
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enum RotOrder {
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RotOrder_EulerXYZ = 0
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RotOrder_EulerXZY,
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RotOrder_EulerYZX,
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RotOrder_EulerYXZ,
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RotOrder_EulerZXY,
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RotOrder_EulerZYX,
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RotOrder_SphericXYZ // nobody uses this - as far as we can tell
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};
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```
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# Pivot transforms
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### Pivot description:
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- Maya and 3DS max consider everything to be in node space (bones joints, skins, lights, cameras, etc)
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- Everything is a node, this means essentially nodes are auto or variants
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- They are local to the node in the tree.
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- They are used to calculate where a node is in space
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```c++
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// For a better reference you can check editor_scene_importer_fbx.h
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// references: GenFBXTransform / read the data in
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// references: ComputePivotTransform / run the calculation
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// This is the local pivot transform for the node, not the global transforms
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Transform ComputePivotTransform(
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Transform3D chain[TransformationComp_MAXIMUM],
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Transform3D &geometric_transform) {
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// Maya pivots
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Transform3D T = chain[TransformationComp_Translation];
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Transform3D Roff = chain[TransformationComp_RotationOffset];
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Transform3D Rp = chain[TransformationComp_RotationPivot];
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Transform3D Rpre = chain[TransformationComp_PreRotation];
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Transform3D R = chain[TransformationComp_Rotation];
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Transform3D Rpost = chain[TransformationComp_PostRotation];
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Transform3D Soff = chain[TransformationComp_ScalingOffset];
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Transform3D Sp = chain[TransformationComp_ScalingPivot];
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Transform3D S = chain[TransformationComp_Scaling];
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// 3DS Max Pivots
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Transform3D OT = chain[TransformationComp_GeometricTranslation];
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Transform3D OR = chain[TransformationComp_GeometricRotation];
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Transform3D OS = chain[TransformationComp_GeometricScaling];
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// Calculate 3DS max pivot transform - use geometric space (e.g doesn't effect children nodes only the current node)
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geometric_transform = OT * OR * OS;
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// Calculate standard maya pivots
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return T * Roff * Rp * Rpre * R * Rpost.inverse() * Rp.inverse() * Soff * Sp * S * Sp.inverse();
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}
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```
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# Transform inheritance for FBX Nodes
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The goal of below is to explain why they implement this in the first place.
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The use case is to make nodes have an option to override their local scaling or to make scaling influenced by orientation, which i would imagine would be useful for when you need to rotate a node and the child to scale based on the orientation rather than setting on the rotation matrix planes.
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```cpp
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// not modified the formatting here since this code must remain clear
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enum TransformInheritance {
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Transform_RrSs = 0,
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// Parent Rotation * Local Rotation * Parent Scale * Local Scale -- Parent Rotation Offset * Parent ScalingOffset (Local scaling is offset by rotation of parent node)
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Transform_RSrs = 1, // Parent Rotation * Parent Scale * Local Rotation * Local Scale -- Parent * Local (normal mode)
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Transform_Rrs = 2, // Parent Rotation * Local Rotation * Local Scale -- Node transform scale is the only relevant component
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TransformInheritance_MAX // end-of-enum sentinel
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};
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enum TransformInheritance {
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Transform_RrSs = 0,
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// Local scaling is offset by rotation of parent node
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Transform_RSrs = 1,
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// Parent * Local (normal mode)
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Transform_Rrs = 2,
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// Node transform scale is the only relevant component
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TransformInheritance_MAX // end-of-enum sentinel
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};
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```
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# Axis in FBX
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Godot has one format for the declared axis
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AXIS X, AXIS Y, -AXIS Z
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FBX supports any format you can think of. As it has to support Maya and 3DS Max.
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#### FBX File Header
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```json
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GlobalSettings: {
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Version: 1000
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Properties70: {
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P: "UpAxis", "int", "Integer", "",1
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P: "UpAxisSign", "int", "Integer", "",1
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P: "FrontAxis", "int", "Integer", "",2
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P: "FrontAxisSign", "int", "Integer", "",1
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P: "CoordAxis", "int", "Integer", "",0
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P: "CoordAxisSign", "int", "Integer", "",1
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P: "OriginalUpAxis", "int", "Integer", "",1
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P: "OriginalUpAxisSign", "int", "Integer", "",1
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P: "UnitScaleFactor", "double", "Number", "",1
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P: "OriginalUnitScaleFactor", "double", "Number", "",1
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P: "AmbientColor", "ColorRGB", "Color", "",0,0,0
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P: "DefaultCamera", "KString", "", "", "Producer Perspective"
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P: "TimeMode", "enum", "", "",6
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P: "TimeProtocol", "enum", "", "",2
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P: "SnapOnFrameMode", "enum", "", "",0
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P: "TimeSpanStart", "KTime", "Time", "",0
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P: "TimeSpanStop", "KTime", "Time", "",92372316000
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P: "CustomFrameRate", "double", "Number", "",-1
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P: "TimeMarker", "Compound", "", ""
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P: "CurrentTimeMarker", "int", "Integer", "",-1
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}
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}
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```
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#### FBX FILE declares axis dynamically using FBX header
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Coord is X
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Up is Y
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Front is Z
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#### GODOT - constant reference point
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Coord is X positive,
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Y is up positive,
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Front is -Z negative
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### Explaining MeshGeometry indexing
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Reference type declared:
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- Direct (directly related to the mapping information type)
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- IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
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ControlPoint is a vertex
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* None The mapping is undetermined.
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* ByVertex There will be one mapping coordinate for each surface control point/vertex.
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* If you have direct reference type vertices [x]
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* If you have IndexToDirect reference type the UV
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* ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex)
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* ByPolygon There can be only one mapping coordinate for the whole polygon.
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* One mapping per polygon polygon x has this normal x
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* For each vertex of the polygon then set the normal to x
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* ByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements. (Mapping is referencing the edge id)
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* AllSame There can be only one mapping coordinate for the whole surface.
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