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    Enum ufbx.ufbx_geometry_transform_handling

    How to handle FBX node geometry transforms. FBX nodes can have "geometry transforms" that affect only the attached meshes, but not the children. This is not allowed in many scene representations so ufbx provides some ways to simplify them. Geometry transforms can also be used to transform any other attributes such as lights or cameras.

    Namespace: ufbxWrapper
    Assembly: ufbxWrapper.dll
    Syntax
    public enum ufbx.ufbx_geometry_transform_handling

    Fields

    Name Description
    UFBX_GEOMETRY_TRANSFORM_HANDLING_FORCE_32BIT
    UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES

    Add helper nodes between the nodes and geometry where needed. The created nodes have ufbx_node.is_geometry_transform_helper set and are named ufbx_load_opts.geometry_transform_helper_name.

    UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY

    Modify the geometry of meshes attached to nodes with geometry transforms. Will add helper nodes like UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES if necessary, for example if there are multiple instances of the same mesh with geometry transforms.

    UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY_NO_FALLBACK

    Modify the geometry of meshes attached to nodes with geometry transforms. NOTE: This will not work correctly for instanced geometry.

    UFBX_GEOMETRY_TRANSFORM_HANDLING_PRESERVE

    Preserve the geometry transforms as-is. To be correct for all files you have to use ufbx_node.geometry_transform, ufbx_node.geometry_to_node, or ufbx_node.geometry_to_world to compensate for any potential geometry transforms.

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