Simplygon 9 Documentation Simplygon 9 Documentation
Overview
Simplygon API
Maya
Max
UE4
Unity
Download
Overview
Simplygon API
Maya
Max
UE4
Unity
Download
  • Simplygon API
  • Getting started

  • API Concepts

  • Examples

    • Getting started
    • Aggregation

    • Aggregation pipeline

    • Material Casting

    • Batching

    • Events

    • Scene

    • Reduction

    • Reduction pipeline

    • Remeshing

    • Remeshing pipeline

      • Remeshing pipeline
      • Remeshing pipeline with bone settings
      • Remeshing pipeline with hole filling
      • Remeshing pipeline with material casting
      • Remeshing pipeline with process selection set
    • Shading networks

  • API Reference

    // Copyright (c) Microsoft Corporation. 
    // Licensed under the MIT license. 
    
    #include <string>
    #include <stdlib.h>
    #include <filesystem>
    #include <future>
    #include "SimplygonLoader.h"
    
    
    void RunRemeshing(Simplygon::ISimplygon* sg)
    {
    	Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
    	sgSceneImporter->SetImportFilePath( "../Assets/RiggedSimplygonMan/RiggedSimplygonMan.fbx" );
    	if(!sgSceneImporter->RunImport())
    		throw std::exception("Failed to load RiggedSimplygonMan/RiggedSimplygonMan.fbx.");
    	Simplygon::spScene sgScene = sgSceneImporter->GetScene();
    
    	// Create the remeshing pipeline. 
    	Simplygon::spRemeshingPipeline sgRemeshingPipeline = sg->CreateRemeshingPipeline();
    
    	Simplygon::spRemeshingSettings sgRemeshingSettings = sgRemeshingPipeline->GetRemeshingSettings();
    	Simplygon::spBoneSettings sgBoneSettings = sgRemeshingPipeline->GetBoneSettings();
    
    	// Set on-screen size target for remeshing. 
    	sgRemeshingSettings->SetOnScreenSize( 300 );
    
    	// Enable bone reducer. 
    	sgBoneSettings->SetUseBoneReducer( true );
    
    	// Set bone reduction target to bone ratio with a ratio of 50%. 
    	sgBoneSettings->SetBoneReductionTargets( Simplygon::EStopCondition::All, true, false, false, false );
    	sgBoneSettings->SetBoneReductionTargetBoneRatio( 0.5f );
    
    	// Set bones per vertex limitations. 
    	sgBoneSettings->SetLimitBonesPerVertex( true );
    	sgBoneSettings->SetMaxBonePerVertex( 64 );
    
    	// Remove unused bones. 
    	sgBoneSettings->SetRemoveUnusedBones( true );
    
    	// Start the remeshing pipeline. 
    	sgRemeshingPipeline->RunScene(sgScene, Simplygon::EPipelineRunMode::RunInThisProcess);
    
    	// Get the processed scene. 
    	Simplygon::spScene sgProcessedScene = sgRemeshingPipeline->GetProcessedScene();
    
    	Simplygon::spSceneExporter  sgSceneExporter = sg->CreateSceneExporter();
    	sgSceneExporter->SetScene(sgProcessedScene);
    	sgSceneExporter->SetExportFilePath( "RemeshingOutput.fbx" );
    	if(!sgSceneExporter->RunExport())
    		throw std::exception("Failed to save RemeshingOutput.fbx.");
    
    }
    
    void main()
    {
    	Simplygon::ISimplygon* sg = NULL;
    	Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
    	if( initval != Simplygon::EErrorCodes::NoError )
    	{
    		return;
    	}
    
    	RunRemeshing(sg);
    
    	Simplygon::Deinitialize(sg);
    }
    
    
    
    // Copyright (c) Microsoft Corporation. 
    // Licensed under the MIT license. 
    
    using System;
    using System.IO;
    using System.Threading.Tasks;
    
    public class Program
    {
        static void RunRemeshing(Simplygon.ISimplygon sg)
        {
            using (Simplygon.spSceneImporter  sgSceneImporter = sg.CreateSceneImporter())
            {
                sgSceneImporter.SetImportFilePath( "../Assets/RiggedSimplygonMan/RiggedSimplygonMan.fbx" );
                if(!sgSceneImporter.RunImport())
                    throw new System.Exception("Failed to load RiggedSimplygonMan/RiggedSimplygonMan.fbx.");
                Simplygon.spScene sgScene = sgSceneImporter.GetScene();
    
                // Create the remeshing pipeline. 
                using (Simplygon.spRemeshingPipeline sgRemeshingPipeline = sg.CreateRemeshingPipeline())
                {
                    using (Simplygon.spRemeshingSettings sgRemeshingSettings = sgRemeshingPipeline.GetRemeshingSettings())
                    using (Simplygon.spBoneSettings sgBoneSettings = sgRemeshingPipeline.GetBoneSettings())
                    {
                        // Set on-screen size target for remeshing. 
                        sgRemeshingSettings.SetOnScreenSize( 300 );
    
                        // Enable bone reducer. 
                        sgBoneSettings.SetUseBoneReducer( true );
    
                        // Set bone reduction target to bone ratio with a ratio of 50%. 
                        sgBoneSettings.SetBoneReductionTargets( Simplygon.EStopCondition.All, true, false, false, false );
                        sgBoneSettings.SetBoneReductionTargetBoneRatio( 0.5f );
    
                        // Set bones per vertex limitations. 
                        sgBoneSettings.SetLimitBonesPerVertex( true );
                        sgBoneSettings.SetMaxBonePerVertex( 64 );
    
                        // Remove unused bones. 
                        sgBoneSettings.SetRemoveUnusedBones( true );
    
                    }
                    // Start the remeshing pipeline. 
                    sgRemeshingPipeline.RunScene(sgScene, Simplygon.EPipelineRunMode.RunInThisProcess);
    
                    // Get the processed scene. 
                    using (Simplygon.spScene sgProcessedScene = sgRemeshingPipeline.GetProcessedScene())
                    {
                        using (Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter())
                        {
                            sgSceneExporter.SetScene(sgProcessedScene);
                            sgSceneExporter.SetExportFilePath( "RemeshingOutput.fbx" );
                            if(!sgSceneExporter.RunExport())
                                throw new System.Exception("Failed to save RemeshingOutput.fbx.");
    
                        }
                    }
                }
            }
        }
        static void Main(string[] args)
        {
            using (var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage))
            {
                if (errorCode != Simplygon.EErrorCodes.NoError)
                    return;
                RunRemeshing(sg);
            }
        }
    }
    
    
    # Copyright (c) Microsoft Corporation. 
    # Licensed under the MIT license. 
    
    import math
    import os
    import sys
    import glob
    import gc
    import threading
    
    from pathlib import Path
    from simplygon import simplygon_loader
    from simplygon import Simplygon
    
    
    def RunRemeshing(sg: Simplygon.ISimplygon):
        sgSceneImporter = sg.CreateSceneImporter()
        sgSceneImporter.SetImportFilePath( "../Assets/RiggedSimplygonMan/RiggedSimplygonMan.fbx" )
        if not sgSceneImporter.RunImport():
            raise Exception("Failed to load RiggedSimplygonMan/RiggedSimplygonMan.fbx.")
        sgScene = sgSceneImporter.GetScene()
    
        # Create the remeshing pipeline. 
        sgRemeshingPipeline = sg.CreateRemeshingPipeline()
    
        sgRemeshingSettings = sgRemeshingPipeline.GetRemeshingSettings()
        sgBoneSettings = sgRemeshingPipeline.GetBoneSettings()
    
        # Set on-screen size target for remeshing. 
        sgRemeshingSettings.SetOnScreenSize( 300 )
    
        # Enable bone reducer. 
        sgBoneSettings.SetUseBoneReducer( True )
    
        # Set bone reduction target to bone ratio with a ratio of 50%. 
        sgBoneSettings.SetBoneReductionTargets( Simplygon.EStopCondition_All, True, False, False, False )
        sgBoneSettings.SetBoneReductionTargetBoneRatio( 0.5 )
    
        # Set bones per vertex limitations. 
        sgBoneSettings.SetLimitBonesPerVertex( True )
        sgBoneSettings.SetMaxBonePerVertex( 64 )
    
        # Remove unused bones. 
        sgBoneSettings.SetRemoveUnusedBones( True )
    
        # Start the remeshing pipeline. 
        sgRemeshingPipeline.RunScene(sgScene, Simplygon.EPipelineRunMode_RunInThisProcess)
    
        # Get the processed scene. 
        sgProcessedScene = sgRemeshingPipeline.GetProcessedScene()
    
        sgSceneExporter = sg.CreateSceneExporter()
        sgSceneExporter.SetScene(sgProcessedScene)
        sgSceneExporter.SetExportFilePath( "RemeshingOutput.fbx" )
        if not sgSceneExporter.RunExport():
            raise Exception("Failed to save RemeshingOutput.fbx.")
    
    
    if __name__ == '__main__':
        sg = simplygon_loader.init_simplygon()
    
        RunRemeshing(sg)
    
        sg = None
        gc.collect()
    
    
    

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