.FBX
Filmbox
Introduction
FBX began as the native format of Filmbox, a motion capture program by Kaydara that was later renamed MotionBuilder. Autodesk bought Kaydara in 2006 and FBX became the usual way to move models, skeletons and animation between Autodesk tools and game engines. The format is proprietary: Autodesk publishes an SDK for reading and writing it, not a specification.
FBX files are either binary, which is the usual form, or ASCII text.
Software
- Autodesk Maya (Windows, macOS, Linux)
- Autodesk 3ds Max (Windows)
- Autodesk MotionBuilder (Windows, Linux)
- Blender (Windows, macOS, Linux)
- Unity (Windows, macOS, Linux)
- Unreal Engine (Windows, macOS, Linux)
- Cinema 4D (Windows, macOS)
Structure
A binary FBX file begins with the text Kaydara FBX Binary, padded and
ended with a zero byte, then two bytes and a 32-bit version number such as 7400. The
rest is a tree of nodes. Each node record gives the offset where it ends, its number
of properties, the length of its property list and its name, then its properties,
then its child nodes. Properties are typed values: integers, floats, strings, raw
bytes, or arrays of numbers, which may be zlib compressed. From version 7500 the
offset and length fields grew from 32 to 64 bits.
The top-level nodes include FBXHeaderExtension,
GlobalSettings, Definitions, Objects, which
holds the geometry, models, materials and animation curves, and
Connections, which links the objects into the scene.
0MagicKaydara FBX Binary, zero byte, two bytes23 bytes23Version unsigned 32-bit, for example 74004 bytes27Nodes a tree of named records with typed propertiesvaries…Objects geometry, models, materials, animationvaries…Connections which object belongs to whichvaries