![Fbx Fbx](http://2.bp.blogspot.com/-Omv_HEk13gU/UuMrfjsIgyI/AAAAAAAAFIA/e_0YXqBHegc/w1200-h630-p-k-no-nu/jkPcFkwL9EXn.jpg)
I was curious as to which format people prefer? The X file format seems to be significantly smaller for the same model than an FBX (when exporting from Blender). However, it seems FBX is more widely used, and seems to have better support for things like animations (from what I can see). There also seems to be a big difference in scale when exporting a model from Blender i.e. The X model needs to be 100 times larger in Monogame than the same model exported as FBX.
With the FBX export, there's at least an option to set the export scale, but Blender doesn't seem to offer that option when exporting the X file. I guess I am basically just trying to convince myself to stick with FBX even though X files are significantly smaller and readable / editable i.e.
I have been trying to play an animation in fbx review, but have some issue with this. I have keyed the material in maya and then exported as fbx and opened it in fbx review. It plays animations perfectly but my keyed material/shader is missing, it becomes black. I tried with texture also, but same problem. さらに、この fbx には sdk がありプログラミングで扱いやすくなっています。 目標 とはいっても、目的もなしにプログラミングしてもしょうがないので今回は FBXファイル内のモデルデータを OBJファイルにコンバートすることを目標にしたいと思います。.
You're right. It looks like the.xnb size is the same for both fbx and.x. Does.x also supported animated (skinned models)?
I've seen ways to get animation working with fbx files, but haven't seen anyone mention animating models via.x files. Perhaps that just works. FBX does have some nice 'free' tools available like the Autodesk converter as well a free app called FBX Review (from the Windows 10 Store) which will play animated FBX files. It's tough finding tools or articles / docs talking about.x files.
Although I must say, I had much fewer problems getting.x models working with Monogame than fbx models. FBX seems finicky depending on which version, binary vs. I'll probably stick with.x files for non animated models (unless I can get animated.x models working with Monogame as well). FBX is probably the way to go, only because more tools can work with it or export it. Also the animation and skinning support is better. Only trick is to ensure you export FBX in the right way and using the latest FBX standard else you will hit LOADS of troubles.
Let us not also forget that MonoGame also supports obj's out of the box but I've never seen obj's with animations stored in them. Granted these days, it's better to just store poses in your model and use an animation framework or separate animation data in a separate file. Just my two pence worth.
Can't open a.fbx file? If you want to open a.fbx file on your computer, you just need to have the appropriate program installed. If the.fbx association isn't set correctly, you may receive the following error message: Windows can't open this file: File: example.fbx To open this file, Windows needs to know what program you want to use to open it. Windows can go online to look it up automatically, or you can manually select from a list of programs that are installed on your computer. To change file associations:.
Right-click a file with the extension whose association you want to change, and then click Open With. In the Open With dialog box, click the program whith which you want the file to open, or click Browse to locate the program that you want. Select the Always use the selected program to open this kind of file check box.