Hey! Are you building realtime holographic / animated scan viewer or smth similar (HCAP, etc.)?
The engine itself doesn’t support .FBX import (it’s locked for in-editor use only via FBX -> JSON converter), but it’s possible to convert incoming FBX to GLTF via ThreeJS lib, and then import GLTF into PlayCanvas engine as a valid model asset. Or write custom FBX importer for your purposes, if that’s an option.
But that is for overriding the entire asset. If you want to provide a stream of FBX data that should be converted to some new vertices / triangles added to existing mesh - then it will require a significant custom effort I suppose. If it’s just stream of new animation data - using FBX -> GLTF pipeline should work.
Yeah, I’d recommend an FBX2glTF tool like this one. FBX isn’t a transmission format - its bloated and difficult to parse. Unlike glTF, which is fast to transmit and easy+fast to parse. And PlayCanvas has excellent 1st-class support for loading glTF scenes.
Thanks for the reply. We don’t start in the XR domain, but of course, we build with it in mind - it’s just more further ahead on the roadmap. I’m acquainted at a glance with gLTF via my other work that is located in XR space and the Khronos group spec, but nothing more besides that.
I don’t believe we need further FBX manipulation, we just need a way how to feed the pipeline continuously the incoming data at runtime.
The offer is still on if you’re interested, shoot me a DM with your details and we’ll talk more.