This summer I will be doing an independent study here at DePaul under Ed Keenan. I am focusing on the development of an exporter for FBX files that will pull the data from the files into a format compatible with our AZUL engine.
Some of this information may end up published here. Some may not. But this part is at least.
Every FBX file consists of a single scene. This scene consists of a tree of nodes, which in the FBX SDK are from the KfbxNode class. The head of this tree is the root node, which is a dummy node. It is not saved into files, and therefore you do not ever want to put any crucial information into the root node.
Below this node is the tree of child nodes. Each of these nodes are of the KfbxNode class. Each of these nodes are connected to another class, called the KfbxNodeAttribute. It is THIS class that actually contains the elements of the scene. For example
Those are the different attributes. You see obvious ones, like a light, a mesh, a skeleton (or more specifically, a bone from the skeleton). The others are not as obvious, but this is where everything in the FBX file is defined.
This is a complex topic that is not documented well online at all – so we’ll be back to this another day.