FBX C++ API Reference
Copyright (C) 2015 Autodesk, Inc.
All rights reserved.
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// Switch binding from one cylinder to the other one.
// Please check out the animation to see difference.
// Illustrates how to:
// 1. Get skin deformer and cluster;
// 2. Detach skin;
// 3. Bind and create corresponding bindpose;
// Steps:
// 1. Initialize FBX SDK Manager and FBX Scene
// 2. Load the input file to scene
// 3. Access the two cylinders
// 4. Get the skin deformer and all clusters from the first cylinder
// 5. Remove clusters, skin deformer and bind pose from the first cylinder
// 6. Move joints to proper position for cylinder2
// 7. Update clusters, skin deformer and create a bind pose for the second cylinder
// 8. Save the scene to output file
// 9. Destroy the FBX SDK Manager and FBX Scene
#include <fbxsdk.h>
#include "../Common/Common.h"
const char * SAMPLE_FILENAME_BEFORE_SWITCH = "Bind_Before_Switch.fbx";
const char * SAMPLE_FILENAME_AFTER_SWITCH = "Bind_After_Switch.fbx";
void SwitchBinding( FbxScene* pScene );
int main(int /*argc*/, char** /*argv*/)
FbxManager* lSdkManager = NULL;
FbxScene* lScene = NULL;
// Prepare the FBX SDK.
InitializeSdkObjects(lSdkManager, lScene);
// Load the scene.
bool lResult = LoadScene(lSdkManager, lScene, SAMPLE_FILENAME_BEFORE_SWITCH);
if( lResult )
//Switch binding from the first cylinder to the second one.
SwitchBinding( lScene );
//Save the scene after switching binding.
lResult = SaveScene(lSdkManager, lScene, SAMPLE_FILENAME_AFTER_SWITCH);
// Destroy all objects created by the FBX SDK.
DestroySdkObjects(lSdkManager, lResult);
return 0;
void SwitchBinding(FbxScene * pScene)
//Get the two cylinders.
FbxMesh* lCylinder01 = pScene->GetSrcObject<FbxMesh>(0);
FbxMesh* lCylinder02 = pScene->GetSrcObject<FbxMesh>(1);
//Get the skin deformer, which will be switched from the first cylinder to the the second one.
FbxSkin* lSkin = (FbxSkin *) lCylinder01->GetDeformer(0, FbxDeformer::eSkin);
// Get all clusters through the skin deformer, later they will be re-used for the second cylinder.
FbxArray<FbxCluster*> lClusterArray;
for (int lClusterIndex = 0; lClusterIndex < lSkin->GetClusterCount(); ++lClusterIndex)
FbxCluster* lCluster=lSkin->GetCluster(lClusterIndex);
// Detach the first cylinder.
// Remove clusters from the skin deformer.
for (int lClusterIndex = 0; lClusterIndex < lClusterArray.GetCount(); ++lClusterIndex)
// Remove the skin deformer from the first cylinder.
// Currently, the only deformer connected to lCylinder01 is the skin deformer.
// Remove the corresponding bindpose.
pScene->RemovePose(0) ;
// Bind the second cylinder and create the corresponding bind pose.
// Move the joints into the second cylinder. Only need to move the root joint.
lClusterArray[0]->GetLink()->LclTranslation.Set(FbxDouble3 ( -11.0322688253132,5.3883395780739,0) );
// Prepare an array to collect nodes for bind pose, which is combined of the geometry and joints.
FbxArray<FbxNode*> lPoseNodeArray;
// Add the second cylinder to node array of bind pose.
// Set proper transformation for each cluster and add them to the skin deformer.
// ThansformMatrix is the global transformation of the mesh when the binding happens.
// TransformLinkMatrix is the global transformation of the joint(Link) when the binding happens.
FbxAMatrix lTransformMatrix, lTransformLinkMatrix;
lTransformMatrix = lCylinder02->GetNode()->EvaluateGlobalTransform();
for(int lClusterIndex = 0; lClusterIndex < lClusterArray.GetCount(); lClusterIndex++)
// All joints have the same TransformMatrix.
// Compute global transformation of each joint and set it as TransformLinkMatrix.
lTransformLinkMatrix = lClusterArray[lClusterIndex]->GetLink()->EvaluateGlobalTransform();
// Add cluster to the skin deformer.
// Add each joint(Link) to node array of bindpose.
// Add the skin deformer to the second cylinder.
// Create a pose by the node array and set it as bindpose.
FbxPose* lPose = FbxPose::Create(pScene,lCylinder02->GetNode()->GetName());
for(int lPoseNodeIndex = 0; lPoseNodeIndex<lPoseNodeArray.GetCount(); ++lPoseNodeIndex)
FbxMatrix lBindMatrix = lPoseNodeArray[lPoseNodeIndex]->EvaluateGlobalTransform();
lPose->Add(lPoseNodeArray[lPoseNodeIndex], lBindMatrix);
// Add the bindpose to the scene.