The ImportExport tutorial program shows how to convert a file from one file format (FBX binary, FBX ASCII, DAE, etc.) to another.
For more information, see Importing and Exporting a Scene.
Operations include:
- Building and running a sample program using Visual Studio.
- Managing memory with SDK Manager.
- Creating an empty scene.
- Creating a file importer.
- Loading the import file into the scene.
- Creating a file exporter.
- Specifying the file format of the export file.
- Specifying whether media are embedded in the export file.
- Exporting the scene to the export file.
- Cleaning up and shutting down.
NoteBuilds and runs on Windows only.
Project Organization
The ImportExport project is located at <yourFBXSDKpath>\examples\UI Examples\importexport\.
ImportExport has two source files:
Source file |
Description |
ImportExport.cpp |
Platform-independent functions to convert files from one FBX-supported file format to another. The function with the main
logic is ImportExport().
|
UI.cpp |
User interface to ImportExport(). The user interface code depends on the platform for which you downloaded the FBX SDK. We won’t look at this source file.
|
Main Logic
ImportExport’s ImportExport() function contains the main logic of the file conversion program. ImportExport()does the following:
- Accepts the following parameters from the calling program (i.e., UI.cpp):
- The path and name of the file to be imported;
- The name and path of the file to be exported;
- The file format for the file to be exported.
- Creates an SDK manager object to manage the memory used by other FBX objects.
- Creates a scene object to hold the data from the import file.
- Creates an importer object to load the file into the scene.
- Loads the data from the import file into the scene.
- Saves the data from the scene to the export file.
- Destroys the SDK manager, which makes sure that all FBX objects are destroyed, i.e., that all memory used by the SDK is released.
- Returns control to the calling program.