A Bevy plugin for loading FBX files using the ufbx library.
- Load FBX files directly into Bevy
- Support for meshes with multiple materials
- PBR material support with textures
- Skeletal animation with skinning
- Scene hierarchy preservation
- Support for lights and cameras
- Flexible loading options
Add to your Cargo.toml:
[dependencies]
bevy_ufbx = "0.1.0-17"
bevy = "0.17"This crate uses a versioning scheme of MAJOR.MINOR.PATCH-BEVY_VERSION:
MAJOR.MINOR.PATCHfollows semantic versioning for the crate itself-BEVY_VERSIONindicates Bevy compatibility (e.g.,-17means Bevy 0.17)
Examples:
0.1.0-17- First release for Bevy 0.170.1.1-17- Bug fix for Bevy 0.170.2.0-17- New features for Bevy 0.170.2.0-18- Release for Bevy 0.18
use bevy::prelude::*;
use bevy_ufbx::FbxPlugin;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(FbxPlugin)
.run();
}use bevy::prelude::*;
use bevy_ufbx::{Fbx, FbxAssetLabel};
fn load_fbx(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
// Load the entire FBX file
let fbx_handle = asset_server.load::<Fbx>("models/character.fbx");
// Or load specific sub-assets with labels
let scene = asset_server.load::<Scene>("models/character.fbx#Scene0");
let mesh = asset_server.load::<Mesh>("models/character.fbx#Mesh0");
let material = asset_server.load::<StandardMaterial>("models/character.fbx#Material0");
// Spawn the scene
commands.spawn(SceneRoot(scene));
}use bevy::prelude::*;
use bevy_ufbx::FbxLoaderSettings;
fn load_with_settings(asset_server: Res<AssetServer>) {
asset_server.load_with_settings::<Fbx, FbxLoaderSettings>(
"models/environment.fbx",
|settings: &mut FbxLoaderSettings| {
settings.load_cameras = false;
settings.load_lights = false;
settings.convert_coordinates = true;
}
);
}The plugin uses labeled sub-assets to allow loading specific parts of an FBX file:
Scene{N}- Scene hierarchy (N is the scene index)Node{N}- Individual nodesMesh{N}- Mesh dataMaterial{N}- MaterialsTexture{N}- TexturesAnimation{N}- AnimationsSkin{N}- Skinning dataDefaultMaterial- Default material when none is specified
- Triangle meshes
- Multi-material meshes (face groups)
- Vertex positions, normals, UVs
- Vertex colors
- Tangents
- PBR materials (base color, metallic, roughness)
- Texture mapping
- Normal maps
- Emission
- Alpha blending
- Skeletal animation
- Skinning with bone weights
- Transform animations
- Node hierarchy
- Lights (directional, point, spot)
- Cameras
- Requires FBX files to have been exported with triangulated meshes
- NURBS and subdivision surfaces are not directly supported
- Some advanced material features may not be fully supported
See the examples/ directory for more detailed usage examples.
Licensed under either of:
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
Contributions are welcome! Please feel free to submit a Pull Request.