hik2fbx
The hik2fbx tool is a command-line utility that converts character data files dumped from HumanIK into the open-standard .fbx format. You can use these .fbx files in order to visualize and test out your characterization setup, character states,
and effector placements within a compatible authoring tool such as Autodesk® MotionBuilder®.
Syntax
hik2fbx.exe HIKCharacter.hik [HIKCharacterState.hiks] [HIKEffectorSetState.hikes] [HIKPropertySetState.hikps]
Details
- You must provide a .hik file that contains an HIKCharacter. The characterization data contained in this file will be used to set up a new skeleton
in the .fbx file.
- The output .fbx file will always have the same name as the input HIKCharacter file.
- You can optionally provide a .hiks file that contains an HIKCharacterState. If you do so, the character's skeleton (its FK rig) will be automatically set to
use that pose.
- You can provide a .hikes file that contains an HIKEffectorSetState. If you do so, the character's IK rig will be set up with the positions and rotations
of the Effectors in the state you provide.
- You can provide a .hikps file that contains an HIKPropertySetState. If you do so, the character's solving properties will be set up to match the properties
in the state you provide.
You can create these input data files from your game engine at runtime by using functions
provided in the HumanIK API. For more information, see Saving and Loading HumanIK Objects, and the functions defined in the hikdump.h file.
The output .fbx file is optimized for use within MotionBuilder. You may also be able to open it and
visualize its data in other applications that are compatible with the FBX standard.