Original Post
Hi,
I've read several topics from years ago up until recently and I can't find what I call an honest answer.
What are the drawbacks from using FBX internally in your program? E.g. load the FBX file like one would with .x or any other model format?
I've heard countless comments of "it's slow" "it's not meant for that" etc. Can anyone point out why it's "slow" for loading or "not meant for use
in a 3d game engine" over say .x format?
You can save FBX as ASCII and look at the contents in notepad which don't look any more "complex" than .x. (yet no "don't use .x!!!")
You can strip the file down during export to contain only the mesh, normals, UV mapping and animation so is it really "that bad" if you use a FBX model during "run time."
Maybe these thoughts are from people who years ago (I don't know) had bad experiences with it. Also I used their FBX SDK
(http://usa.autodesk....3112&id=7478532) (which they are maintaining and updating regularly) and creating a simple loader I can load a 4800 poly mesh in less than
0.2s in debug build. So *scratches head*
Another question I have is XNA uses FBX, Unity has a default FBX importer built in (so you can just drop fbx models into unity and they'll work properly). Maybe
I'm just misinformed .. Also browsing through some top games game content packs (the model viewers) e.g. for. WOW or TorchLight I see it's littered with FBX models.
So uh ... these games are actually saving the FBX model to disc, loading them and then saving them again in another format? That doesn't sound very "AAA" company like ..(?)
Maybe I'm missing something somewhere as I never dealt with this aspect and curious for some feedback from people who actually know what is going on, thanks!
I've read several topics from years ago up until recently and I can't find what I call an honest answer.
What are the drawbacks from using FBX internally in your program? E.g. load the FBX file like one would with .x or any other model format?
I've heard countless comments of "it's slow" "it's not meant for that" etc. Can anyone point out why it's "slow" for loading or "not meant for use
in a 3d game engine" over say .x format?
You can save FBX as ASCII and look at the contents in notepad which don't look any more "complex" than .x. (yet no "don't use .x!!!")
You can strip the file down during export to contain only the mesh, normals, UV mapping and animation so is it really "that bad" if you use a FBX model during "run time."
Maybe these thoughts are from people who years ago (I don't know) had bad experiences with it. Also I used their FBX SDK
(http://usa.autodesk....3112&id=7478532) (which they are maintaining and updating regularly) and creating a simple loader I can load a 4800 poly mesh in less than
0.2s in debug build. So *scratches head*
Another question I have is XNA uses FBX, Unity has a default FBX importer built in (so you can just drop fbx models into unity and they'll work properly). Maybe
I'm just misinformed .. Also browsing through some top games game content packs (the model viewers) e.g. for. WOW or TorchLight I see it's littered with FBX models.
So uh ... these games are actually saving the FBX model to disc, loading them and then saving them again in another format? That doesn't sound very "AAA" company like ..(?)
Maybe I'm missing something somewhere as I never dealt with this aspect and curious for some feedback from people who actually know what is going on, thanks!