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FBX export (WMV module)

Open Darkloke opened this issue 11 months ago • 1 comments

Greetings.

I know, it was probably already answered here that you are have no plans to add support for FBX export and probably stick with glTF, but please allow to still ask me something. As i know WoW model viewer FBX export module still works and does it job quite well (may be except some certain models ) - may be its worth to integrate it in wow.export "as is" or reusing other source code just "not right" or researching its code just not worth the efforts?

I am using quite an old editor (fragMotion, may be someone familiar with it?) and it supports importing FBX, but not glTF, so i have to convert to FBX via different tools first. But FBX from Blender fails (model is deformed). FBX from Noesis fails (no texture data). May be someone knows a tool which supports glTF import and ms3d as a final format to export? Sorry for this offtop question; somehow thought that this may be a good place to ask, since you are probably have a good format and model knowledge.

Darkloke avatar Feb 03 '25 11:02 Darkloke

@Darkloke Trying to take anything from WMV and integrate it with wow.export would likely be far more work than just implementing an FBX exporter from scratch, things are not that simple.

I would like FBX myself as it plays well with Unreal Engine, but as already stated in the closed issue you linked, there are no plans to support it.

NathanNatNat avatar Feb 03 '25 11:02 NathanNatNat

Main issue with this is that in order to export FBX files, you need to use the Autodesk FBX SDK that's only available for C++. The wow.export application is written in NodeJS and there's no available middleware to interface between Node/Javascript and C++ binaries.

thunderysteak avatar Aug 11 '25 23:08 thunderysteak

Main issue with this is that in order to export FBX files, you need to use the Autodesk FBX SDK that's only available for C++. The wow.export application is written in NodeJS and there's no available middleware to interface between Node/Javascript and C++ binaries.

That's not strictly true. Blender is open-source and has their own FBX parser based on reverse engineering efforts that's good enough for most (if not all) use cases.

https://code.blender.org/2013/08/fbx-binary-file-format-specification/

Also the middleware not existing is a non-issue as we could write that if we wanted.

The issue is that I personally don't want to invest time and effort into supporting a proprietary ancient format that is terribly designed, when we have a nice modern open-source format like GLTF. The only reason people still care about FBX is because of Unreal Engine, and people can convert from GLTF to FBX so it's not a blocker.

If someone wants to go ahead and implement an FBX exporter I'm not opposed (as long as it's well written). Preferably not using a native add-on as we haven't had the need to add C++ compilation into the build pipeline as of yet, so no point to start with this

Kruithne avatar Aug 12 '25 07:08 Kruithne

Main issue with this is that in order to export FBX files, you need to use the Autodesk FBX SDK that's only available for C++. The wow.export application is written in NodeJS and there's no available middleware to interface between Node/Javascript and C++ binaries.

That's not strictly true. Blender is open-source and has their own FBX parser based on reverse engineering efforts that's good enough for most (if not all) use cases.

https://code.blender.org/2013/08/fbx-binary-file-format-specification/

Also the middleware not existing is a non-issue as we could write that if we wanted.

The issue is that I personally don't want to invest time and effort into supporting a proprietary ancient format that is terribly designed, when we have a nice modern open-source format like GLTF. The only reason people still care about FBX is because of Unreal Engine, and people can convert from GLTF to FBX so it's not a blocker.

If someone wants to go ahead and implement an FBX exporter I'm not opposed (as long as it's well written). Preferably not using a native add-on as we haven't had the need to add C++ compilation into the build pipeline as of yet, so no point to start with this

I would just like to say that even that shouldnt be needed for Unreal anymore, the gltf importer seems to be working well finally

NathanNatNat avatar Aug 12 '25 19:08 NathanNatNat