FBX applications usually create the scene object immediately after creating the SDK Manager object:
// Declarations KFbxSdkManager* mySdkManager = NULL; KFbxScene* myScene = NULL; const KFbxNode* myRootNode = NULL; ... // Create SDK manager to manage memory mySdkManager = KFbxSdkManager::Create(); // Create scene object myScene = KFbxScene::Create(gSdkManager, "");
In FBX, a scene has exactly one root node. KFbxScene has a function GetRootNode() which returns a reference to the root node of a scene:
//Get the scene’s root node KFbxNode* rootNode = myScene->GetRootNode();
All nodes in an FBX scene graph are, directly or indirectly, children of the root node:
The root node referenced by a KFBXScene object is not saved in an export file. So if you want, for example, to apply a global translation to all objects in the scene:
RootNodeForGlobals will be saved in the export file with the global translation properties.