fbx-conv can convert some middle format (such as fbx, blend, obj, etc) to .c3b or .c3t which are used by cocos2d-x.
You can download the precompiled binaries from https://github.com/cocos2d/cocos2d-x-3rd-party-libs-bin/.
You'll need an installation of the FBX SDK 2014. Once installed, set the FBX_SDK_ROOT to the directory where you installed the FBX SDK. Then run the project which you want at "build/xxxx/" . These we generate Visual Studio and XCode project.
- Windows -
fbx-conv.exe [options] <input>
- Mac -
fbx-conv [options] <input>
###Options/flags
-?
-Display help information.-f
-Flip the V texture coordinates.-m <size>
-The maximum amount of vertices or indices a mesh may contain (default: 32k)-n <size>
-The maximum amount of bones a nodepart can contain (default: 40)-v
-Verbose: print additional progress information-g
-Whether you need to merge the same mesh which have the same vertex attribute-a
-Export c3b(binary) and c3t(text)-b
-Export c3b(binary)-t
-Export c3t(text)-c <size>
-The compression level: 0 , 1 (default: 0)-l
-Export model data only.-j
-Export animation data only.
###Example
fbx-conv -a boss.FBX
- Model need to have a material.
- contain only one skeleton.
Special thanks to libgdx fbx-conv, We used their code and do some change.