FBX2glTF
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Consider allowing animations to be loaded from external FBX files
A common workflow for animated models involves creating separate FBX models containing the same mesh or skeleton, each with a different animation. Then in Unity, it can all be joined up as a single model with multiple animations that may be played in separately, blended, etc. This doesn't work quite so well for runtime loading of glTF, where duplicate copies of the same mesh are unwanted bloat.
Being able to specify additional FBX files, whose animation data should be loaded and applied to the base FBX as new animation clips in the resulting glTF, would be a very welcome addition to FBX2glTF in my opinion.
Current options for exporting multiple animations are Sketchfab and Kupoman/blendergltf. COLLADA2GLTF and the Khronos Blender exporter can only write single animations.
This has been a TODO item at the (far) back of my head for some time. We've used this workflow in teams I've been on in the past (though admittedly someone else has always been in charge of making it work, so I have only a high-level idea of how it ought to fit together.)
I guess we'd assume that the meshes in the animation-only FBX files are identical (or close enough) to the base. As long as the node references are consistent...
https://www.mixamo.com/#/ should be a good source of FBX files and animation; one note there is that including meshes with the animation-only files is optional, they can include just the skeleton instead.
Oh yeah! That's perfect. It's eerie, downloading the 'Without Skin' variants, and playing them as just disembodied skeletons in Autodesk's FBX Player...
@zellski @donmccurdy this would be very useful for me so I will have a go at it over the weekend
Any progress on this one? Would be very useful for me as well
@AmitMY see here: https://github.com/facebookincubator/FBX2glTF/pull/179 unfortunately for various reasons it wasn't merged into the main project
Thanks, I'll try to build it from source, should hopefully work for my case