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These classes are called node attributes, and are subclasses of Class
Each node has a attribute type (
), whose value is
A pointer to the "node attribute" object of the node.
, i.e., there is no node attribute object for this node.
Getting the attribute type and contents of a node | 75
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If the node attribute is not 
, then you can get from the node attribute
object its attribute type 
(enum eAttributeType
NOTE Class KFbxNull is used to create node attribute objects representing a "null"
node in the tree. These objects are used by software that need to represent a null
node. A pointer to a null object is not the same as 
Here is how SceneTreeView creates the string that contains the name of the
node and the attribute type (two of the properties that belong to all node
76 | Chapter 7   Tutorial 2:Traversing the scene graph
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KString GetNodeNameAndAttributeTypeName(const KFbxNode* pNode)
KString s = pNode->GetName();
KFbxNodeAttribute::EAttributeType lAttributeType;
if(pNode->GetNodeAttribute() == NULL)
s += " (No node attribute type)";
lAttributeType = (pNode->GetNodeAttribute()->GetAttributeType());
switch (lAttributeType)
case KFbxNodeAttribute::eMARKER:
s += " (Marker)";
case KFbxNodeAttribute::eSKELETON:
s += " (Skeleton)";
case KFbxNodeAttribute::eMESH:
s += " (Mesh)";
case KFbxNodeAttribute::eCAMERA:
s += " (Camera)";
case KFbxNodeAttribute::eLIGHT:
s += " (Light)";
case KFbxNodeAttribute::eTRIM_NURBS_SURFACE:
s += " (Trim nurbs surface)";
case KFbxNodeAttribute::eUNIDENTIFIED:
s += " (Unidentified)";
return s;
To access properties of a node attribute object that are specific to it being a
camera, a NURBS, a light, etc., you can write similar code to cast the object
to its appropriate class. This allows you to call all the get and set methods for
that class.
Getting the attribute type and contents of a node | 77
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Tutorial 3: Adding
Textures, Materials, and
The CubeCreator sample program shows you how to add textures, materials, and animation
to models in a scene.
At startup, CubeCreator displays a tree view of a scene containing only a marker and a camera.
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As a user, you can add cubes one at a time to the scene. For each cube, you can:
Add a texture, or not.
Add materials, or not.
Add animation, or not.
You can save the scene as an FBX file (or in any file format exported by FBX SDK).
80 | Chapter 8   Tutorial 3:Adding Textures, Materials, and Animation
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Here is what 
(the scene shown as a tree, above) looks like when opened in FBX
for QuickTime:
| 81
Organization of the CubeCreator project
The CubeCreator project is located at 
\examples\UI Examples\CubeCreator\
CubeCreator has two source files:
Source file
Contains all the code that calls FBX SDK
to create the scene, add the cubes, and
add materials, textures, and animation to
the cubes.This tutorial explains much of
the code in this file.
Contains the code that displays the tree
view of the scene and that interacts with
the user. The code uses FBX SDK to retrieve
82 | Chapter 8   Tutorial 3:Adding Textures, Materials, and Animation
Source file
the scene data that the UI displays in its
tree view.This tutorial does not explain any
of the code in this file.
Building and running CubeCreator
Adapt the instructions in Building and running ImportExport on page 56.
NOTE When you view the scene, you may also need to copy the file to another
location. See Creating one texture available to all cubes on page 89.
Location of texture file at CubeCreator run time
\examples\UI Examples\CubeCreator\
contains a file named 
which CubeCreator uses as a texture file.
You must copy this texture file into the folder where the executable for
CubeCreator will start. Unless you change the settings for the CubeCreator
At build time, 
will be saved in 
in your FBX SDK
installation directory.
At run time, 
will execute in 
. It will search for the
texture file in this directory.
If FBX for QuickTime cannot find a texture file for a surface, it renders the
surface as a checkerboard pattern. Here is how that looks for the faces of our
Building and running CubeCreator | 83
The main logic
CubeCreator does the following operations:
Constructs a baseline scene containing a marker, a camera, and a light.
Points the camera at the marker, then adds animation to the camera. The
animation is always the same: a view of the cubes that sweeps back and
Defines one material that you (the user) can apply to any or all cubes.
Defines one texture that you can apply to any or all cubes.
Defines animation (a set of FCurves) that you can apply to any or all cubes.
If applied to a cube, the animation causes the cube to rotate around its
axis of rotation.
Lets you add cubes, one at a time. The cubes are mesh objects.
Places the first cube near the marker.
Places subsequent cubes alternately: left of and above the leftmost cube,
then right of and above the rightmost cube.
Gives each cube an axis of rotation: either X, Y, or Z.
84 | Chapter 8   Tutorial 3:Adding Textures, Materials, and Animation
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