I was wondering if anyone had attempted to build an executable from the command line using clang++ that's using the FBX SDK on Windows. Like you could on Linux?
if this is even possible, what would be the steps. Thx)
Solved! Go to Solution.
Solved by jcpSJ5MS. Go to Solution.
Hum I seem to have made it work (but anybody could share his/her experience with this, just in case, I am missing something I would appreciate):
./fbx
Name of the node pSphere1
That's it. I am little confused about the use of md or mt lib. If something could clarify this but, would appreciate.
#include <iostream>
#include <fbxsdk.h>
void PrintNode(FbxNode* pNode)
{
std::cerr << "Name of the node " << pNode->GetName() << std::endl;
}
int main(int argc, char **argv)
{
const char* lFilename = "./sphere.fbx";
FbxManager* lSdkManager = FbxManager::Create();
FbxIOSettings* ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
lSdkManager->SetIOSettings(ios);
FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");
if (!lImporter->Initialize(lFilename, -1, lSdkManager->GetIOSettings())) {
throw std::runtime_error("call to FbxImporter failed");
}
FbxScene* lScene = FbxScene::Create(lSdkManager, "myScene");
lImporter->Import(lScene);
lImporter->Destroy();
FbxNode* lRootNode = lScene->GetRootNode();
if (lRootNode) {
for (int i = 0; i < lRootNode->GetChildCount(); ++i) {
PrintNode(lRootNode->GetChild(i));
}
}
lSdkManager->Destroy();
return 0;
}
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