High Fidelity Asset Converter (Alpha Release)


We want all base functions to work before public testing.




Take off every zig :open_mouth:


Absolutely right, @DGMurdockIII, the software uses assimp to convert the variety of formats in to a common format before pushing it through Autodesk’s FBX SDK.

Audio and Texture support fully implemented, and now just the case of wiring all the 3D stuff together. (who knew it would be such a tedious task?)

I’m alloting as much time to this project as I possibly can, and hopefully can open it up to Alpha scrutiny in the next week after a few more creases are ironed out from the foundation code.


Thank you, @chris! I’m hoping it proves to be useful for the community!


Only in the IT business someone can say “assimp” and nobody laughs.

Cannot get Textures to import with models

To quote AssImp’s feature page;

Just because of its name: Assimp renders your program sexier.

I wont hazard a guess to what I was googling to discover the library.


@Micah — “sexy asses” right? You were googling “sexy asses?”


@SterlingWright, My legal team have advised me to reply with ‘No Comment’.


Reaching out to the subject matter experts when it comes to modelling and all the other 3D gubbins…

So, very simply, the converter now supports FBX… But before I can wrap up the code, do a few minor tweaks and give you all downloads, I have one issue to resolve…

Here’s Derren Ducky… He was a collada model that was (by using the converter) imported, and then exported as FBX with embedded binary textures.

Viewing the FBX in Autodesk’s FBX Viewer provides this;

However, importing in to High Fidelity yields this as a result;

The URL for the model is: http://www.indigofuzz.co.uk/hifi/asset/duck.fbx

Any help would be most appreciated :smile:


My guess is It looks like it has lost its uv mapping, still has the texture but applying it to a flat plane.
This is the main issue with converting things like obj and dae, if you can nail that issue you have a winner.


Does HiFi have a unique way of handling UV maps then I wonder?


Not really, maybe the uv map isnt being exported with the model and texture


It surely is, hence why the Autodesk Review shows the model perfectly… Time for more coffee


Yes you are right, the uv map is exporting along with the fbx, can you hook a link to the texture please.


Texture URL:

I’ve discovered the hiccup I believe~ For some reason, despite the texture being embedded within the FBX file, it is still looking for the original texture file…


Yes thats what I found, also fwiw, I have never had any success using .tga I always convert to .png, but your tex is showing inworld so something is working.


Ive noticed that if the UV map CAN be overriden depending on existing textures and UV active UV map:

All the textures will follow the texture that is predominant (probably last), regardless of the textures original setting. Forexample I had a base Mesh for Ground mesh. On it I had a texture following the UV coordinates (Bump and Specular), and another that was repeated over the UV maps. All of the textures followed repetition rate of latter one instead of being 1 to 1.

Need to do more experimentation on these however.


I remapped the texture to my local file system and packed it with the fbx using Blender and brought it into hifi.

Why the mapping is wrong out of autodesk I am not sure.

And I am happy to see .tga working :slight_smile:


Is that using the texture file externally? or embedded?

Here’s an updated fbx with a PNG embedded; http://www.indigofuzz.co.uk/hifi/asset/duck-pngembed.fbx
and texture file http://www.indigofuzz.co.uk/hifi/asset/duckCM.png

Edit: Just realised it wasn’t exporting binary data… That might be a reason why. Derp.