Example #1
0
        public void Convert(string sourceFilename, string destinationFolder, string destinationFileName)
        {
            //  string fbxfilename = @"F:\Projekte\Game\3d Models\SFV\Ryu-Final\Ryu\ryu.FBX";
            string outmeshfilename    = Path.Combine(destinationFolder, destinationFileName); //"test.MESH";
            string animname           = "";
            string logfilename        = "log.txt";
            string frame0name         = "BaseFBXFrame0Anim";
            bool   copyUniqueTextures = false;
            int    bindframe          = 0;

            DLL_FBXToOgre tmp    = new DLL_FBXToOgre();
            bool          result = tmp.Test_ExportOgreFromFBX(sourceFilename, outmeshfilename, logfilename, animname,
                                                              frame0name, copyUniqueTextures, bindframe);
        }
Example #2
0
        private void Convert()
        {
            //opts.outputmeshfile = opts.fbxfile.substr(0, opts.fbxfile.length() - 4) + ".MESH";
            //opts.inputskeletonfile = opts.fbxfile.substr(0, opts.fbxfile.length() - 4) + ".SKELETON";
            //opts.inputmeshfile = opts.fbxfile.substr(0, opts.fbxfile.length() - 4) + ".MESH";

            //opts.frame0Name = "BaseFBXFrame0Anim";
            //opts.quickexportAnimName = "BaseFBXFileAnim";

            //  string fbxfilename = @"F:\Projekte\Game\3d Models\Work\fighter\test\test.fbx";
            string fbxfilename        = @"F:\Projekte\Game\3d Models\SFV\Ryu-Final\Ryu\ryu.FBX";
            string outmeshfilename    = "test.MESH";
            string animname           = "";
            string logfilename        = "log.txt";
            string frame0name         = "BaseFBXFrame0Anim";
            bool   copyUniqueTextures = false;
            int    bindframe          = 0;

            DLL_FBXToOgre tmp    = new DLL_FBXToOgre();
            bool          result = tmp.Test_ExportOgreFromFBX(fbxfilename, outmeshfilename, logfilename, animname,
                                                              frame0name, copyUniqueTextures, bindframe);
        }