Here is a diagram showing an extremely simple scene containing a camera, a light, a ball, a hoop, and a stick figure of a basketball player. A tree must have a root node, which is an anchor point for the scene. It never represents anything “real” in the scene:
In FBX, a scene has exactly one root node. KFbxScene has a function called GetRootNode() which returns a reference to the root node of the scene::
// to get the root node
const KFbxNode* GetRootNode()
{
return gScene->GetRootNode();
}
Here is a diagram showing the scene object, the root node, and the other nodes. We’ve simplified the diagram by eliminating the player nodes:
Scene objects are instances of Class KFbxScene. Node objects are instances of Class KFbxNode.
The root node referenced by a KFBXScene object is not saved in an exported file.
So if you want, for example, to apply a global translation to all objects in the scene: create a node (named, for example, RootNodeGlobals) below RootNode and above the BallNode, HoopNode, etc.; apply the globaltranslation to RootNodeGlobals.
RootNodeGlobals will be saved with the global translation properties.