Static variables

@:value(34)staticmaxBonesPerSkin:Int = 34

If there are too many bones, the model will be split in separate render passes.

Constructor

new(fileName:String)

Variables

@:value(true)allowVertexColor:Bool = true

@:value(3)bonesPerVertex:Int = 3

Set how many bones per vertex should be created in skin data in makeObject(). Default is 3

fileName:String

keepJoints:Map<String, Bool>

Allows to prevent some terminal unskinned joints to be removed, for instance if we want to track their position

@:value(true)normalizeScaleOrient:Bool = true

Convert centimeters to meters and axis to Z-up (Maya FBX export)

skipObjects:Map<String, Bool>

Allows to skip some objects from being processed as if they were not part of the FBX

unskinnedJointsAsObjects:Bool

Consider unskinned joints to be simple objects

@:value(0.)version:Float = 0.

The FBX version that was decoded

Methods

getAnimationNames():Array<String>

Returns an array of names with all animations present in FBX file.

getChild(node:FbxNode, nodeName:String, ?opt:Bool):Null<FbxNode>

getChilds(node:FbxNode, ?nodeName:String):Array<Null<FbxNode>>

@:value({ name : "" })getGeometry(name:String = ""):Geometry

getParent(node:FbxNode, nodeName:String, ?opt:Bool):Null<FbxNode>

getParents(node:FbxNode, ?nodeName:String):Array<Null<FbxNode>>

getSpecChild(node:FbxNode, name:String):Null<FbxNode>

load(root:FbxNode):Void

loadAnimation(?animName:String, ?root:Null<FbxNode>, ?lib:BaseLibrary):Animation

loadFile(data:Bytes):Void

mergeModels(modelNames:Array<String>):Void