# cesium-模型处理(FBX2GLTF)
# 介绍
cesium是支持导入3D模型的数据的,但是只支持gltf格式的数据。
这里我举个例子:在3dsmax中导出FBX模型
3dsmax导出fbx模型 (opens new window)
注意:导出的时候要注意模型的贴图、材质、动画等别丢失了!
有了FBX模型后就可以使用FBX2GLTF转换为GLTF
# 使用教程
# 安装

根据具体的电脑系统来选择版本下载,这里我选择windows版本的

将exe文件放置到对应位置并修改名称:fbx2gltf

# 使用
进入当前文件夹的cmd命令行

使用命令
fbx2gltf -i D:\data\model\bird\bird.FBX -o D:\data\model\bird\bird.glb -b
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- -i FBX文件输入位置
- -o glb文件导出位置
- -b 将 Draco 网格压缩应用于几何体
# 详细命令介绍
FBX2glTF 0.9.7: Generate a glTF 2.0 representation of an FBX model.
Usage: FBX2glTF [OPTIONS] [FBX Model]
Positionals:
FBX Model FILE The FBX model to convert.
Options:
-h,--help Print this help message and exit
-v,--verbose Include blend shape tangents, if reported present by the FBX SDK.
-V,--version
-i,--input FILE The FBX model to convert.
-o,--output TEXT Where to generate the output, without suffix.
-e,--embed Inline buffers as data:// URIs within generated non-binary glTF.
-b,--binary Output a single binary format .glb file.
--long-indices (never|auto|always)
Whether to use 32-bit indices.
--compute-normals (never|broken|missing|always)
When to compute vertex normals from mesh geometry.
--anim-framerate (bake24|bake30|bake60)
Select baked animation framerate.
--flip-u Flip all U texture coordinates.
--no-flip-u Don't flip U texture coordinates.
--flip-v Flip all V texture coordinates.
--no-flip-v Don't flip V texture coordinates.
--no-khr-lights-punctual Don't use KHR_lights_punctual extension to export FBX lights.
--user-properties Transcribe FBX User Properties into glTF node and material 'extras'.
--blend-shape-normals Include blend shape normals, if reported present by the FBX SDK.
--blend-shape-tangents Include blend shape tangents, if reported present by the FBX SDK.
-k,--keep-attribute (position|normal|tangent|binormial|color|uv0|uv1|auto) ...
Used repeatedly to build a limiting set of vertex attributes to keep.
--fbx-temp-dir DIR Temporary directory to be used by FBX SDK.
Materials:
--pbr-metallic-roughness Try to glean glTF 2.0 native PBR attributes from the FBX.
--khr-materials-unlit Use KHR_materials_unlit extension to request an unlit shader.
Draco:
-d,--draco Apply Draco mesh compression to geometries.
--draco-compression-level INT in [0 - 10]=7
The compression level to tune Draco to.
--draco-bits-for-position INT in [1 - 32]=14
How many bits to quantize position to.
--draco-bits-for-uv INT in [1 - 32]=10
How many bits to quantize UV coordinates to.
--draco-bits-for-normals INT in [1 - 32]=10
How many bits to quantize nornals to.
--draco-bits-for-colors INT in [1 - 32]=8
How many bits to quantize colors to.
--draco-bits-for-other INT in [1 - 32]=8
How many bits to quantize all other vertex attributes to.
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# 结果


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