This example shows how to use the Remeshing processor with bone settings.
// 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 processor.
Simplygon::spRemeshingProcessor sgRemeshingProcessor = sg->CreateRemeshingProcessor();
sgRemeshingProcessor->SetScene( sgScene );
Simplygon::spRemeshingSettings sgRemeshingSettings = sgRemeshingProcessor->GetRemeshingSettings();
Simplygon::spBoneSettings sgBoneSettings = sgRemeshingProcessor->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 process.
sgRemeshingProcessor->RunProcessing();
// Remove original materials and textures from the scene as the remeshed object has a new UV.
sgScene->GetTextureTable()->Clear();
sgScene->GetMaterialTable()->Clear();
Simplygon::spSceneExporter sgSceneExporter = sg->CreateSceneExporter();
sgSceneExporter->SetScene(sgScene);
sgSceneExporter->SetExportFilePath( "RemeshingOutput.fbx" );
if(!sgSceneExporter->RunExport())
throw std::exception("Failed to save RemeshingOutput.fbx.");
}
int main()
{
Simplygon::ISimplygon* sg = NULL;
Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
if( initval != Simplygon::EErrorCodes::NoError )
{
return int(initval);
}
RunRemeshing(sg);
Simplygon::Deinitialize(sg);
return 0;
}
// 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 processor.
using (Simplygon.spRemeshingProcessor sgRemeshingProcessor = sg.CreateRemeshingProcessor())
{
sgRemeshingProcessor.SetScene( sgScene );
using (Simplygon.spRemeshingSettings sgRemeshingSettings = sgRemeshingProcessor.GetRemeshingSettings())
using (Simplygon.spBoneSettings sgBoneSettings = sgRemeshingProcessor.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 process.
sgRemeshingProcessor.RunProcessing();
// Remove original materials and textures from the scene as the remeshed object has a new UV.
sgScene.GetTextureTable().Clear();
sgScene.GetMaterialTable().Clear();
}
using (Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter())
{
sgSceneExporter.SetScene(sgScene);
sgSceneExporter.SetExportFilePath( "RemeshingOutput.fbx" );
if(!sgSceneExporter.RunExport())
throw new System.Exception("Failed to save RemeshingOutput.fbx.");
}
}
}
static int Main(string[] args)
{
using (var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage))
{
if (errorCode != Simplygon.EErrorCodes.NoError)
return (int)errorCode;
RunRemeshing(sg);
}
return 0;
}
}
# 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 processor.
sgRemeshingProcessor = sg.CreateRemeshingProcessor()
sgRemeshingProcessor.SetScene( sgScene )
sgRemeshingSettings = sgRemeshingProcessor.GetRemeshingSettings()
sgBoneSettings = sgRemeshingProcessor.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 process.
sgRemeshingProcessor.RunProcessing()
# Remove original materials and textures from the scene as the remeshed object has a new UV.
sgScene.GetTextureTable().Clear()
sgScene.GetMaterialTable().Clear()
sgSceneExporter = sg.CreateSceneExporter()
sgSceneExporter.SetScene(sgScene)
sgSceneExporter.SetExportFilePath( 'RemeshingOutput.fbx' )
if not sgSceneExporter.RunExport():
raise Exception('Failed to save RemeshingOutput.fbx.')
if __name__ == '__main__':
sg = simplygon_loader.init_simplygon()
if sg is None:
exit(Simplygon.GetLastInitializationError())
RunRemeshing(sg)
sg = None
gc.collect()