If you are seeing a specific "solid" option in a recent unofficial update or custom UI, it likely automates the tagging of geometry as a collision surface to avoid manual script editing. FBX2EDF issue.... - PiBoSo Official Forum
: Open the fbx2edf.exe tool and click Load to select your FBX file. fbx2edf upd
| Flag | Parameter | Description | |------|-----------|-------------| | --type | static / skinned / animated | Mesh type. Animated expects skeleton. | | --bones-per-vertex | 4 or 8 | Override default 4. Use 8 for modern rigs. | | --scale | float (e.g., 0.01 ) | Convert units (FBX cm to game meters). | | --swap-yz | (flag) | For engines that treat Y as up vs Z as up. | | --max-bones | int (max 128) | Subset of bone influences to export. | | --tangents | (flag) | Force recalc of tangent space for normal maps. | | --split-meshes | (flag) | Separate by material. | | --clamp-uv | (flag) | Clamp UVs to [0,1] (avoid texture bleeding). | | --game | allods / skyforge / generic | Apply game-specific quirks. | | --verbose | (flag) | Full logging. | If you are seeing a specific "solid" option
: To automate the batch conversion of FBX files using the existing fbx2edf.exe command-line interface. Generate Shader Templates : Create the necessary Use 8 for modern rigs
If you are seeing a specific "solid" option in a recent unofficial update or custom UI, it likely automates the tagging of geometry as a collision surface to avoid manual script editing. FBX2EDF issue.... - PiBoSo Official Forum
: Open the fbx2edf.exe tool and click Load to select your FBX file.
| Flag | Parameter | Description | |------|-----------|-------------| | --type | static / skinned / animated | Mesh type. Animated expects skeleton. | | --bones-per-vertex | 4 or 8 | Override default 4. Use 8 for modern rigs. | | --scale | float (e.g., 0.01 ) | Convert units (FBX cm to game meters). | | --swap-yz | (flag) | For engines that treat Y as up vs Z as up. | | --max-bones | int (max 128) | Subset of bone influences to export. | | --tangents | (flag) | Force recalc of tangent space for normal maps. | | --split-meshes | (flag) | Separate by material. | | --clamp-uv | (flag) | Clamp UVs to [0,1] (avoid texture bleeding). | | --game | allods / skyforge / generic | Apply game-specific quirks. | | --verbose | (flag) | Full logging. |
: To automate the batch conversion of FBX files using the existing fbx2edf.exe command-line interface. Generate Shader Templates : Create the necessary