Just like it says on the subject, but what I’m concerned about is as in license wise.
I have found a page describing the json format used in PlayCanvas(below).
https://developer.playcanvas.com/en/user-manual/graphics/file-format/
But the conversion from FBX to JSON is closed process in the PlayCanvas server.
So I thought it might just become something close to reverse engineering which violates the Term of Service.
Anyone has thoughts on this ?
Thank you everyone for comming by to read this.
yaustar
September 24, 2018, 2:19pm
#2
As far as I know, it’s fine if you want to write your own convertor. The file format is open as it’s part of the open source engine.
There was a Blender to JSON exporter by another developer that you could use as a starting point.
Thanks @yaustar .
It must be, below discussion.
Howdy guys.
I’m working on a blender->playcanvas exporter
So far I can export an asset.json file containing the mesh data parenting. A fair bit of the simple stuff
If possible I’d like some clarification on the file format:
Number 1
Each mesh has the parameter “base”:0
What makes it not be zero?
Number 2
There is an empty list ‘skins’:[]
What makes it not empty?
Number 3
Is there any data apart from verts, faces, normals, uvdata and instances in the asset.jsopn file?
I haven’t trie…
I’ll read them thoroughly.
will
September 24, 2018, 6:51pm
#4
My recommendation to you is the simply use glTF/glB formats. Those formats are an open standard and are very efficient to load:
Plus, there are already existing FBX to glTF converters available, such as:
1 Like
Thanks @will
I’ll also check that out.
1 Like