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@comfyorg/fbx-exporter-three

FBX binary exporter for three.js scenes — Unity / Unreal / Maya / Blender / three.js's own FBXLoader all consume the output cleanly.

  • Self-contained: TypeScript source, ships ESM .js + .d.ts. Only runtime dep is fflate (zlib).
  • One-shot or async: parseSync when textures are DataTextures or absent; parseAsync when textures need canvas-based encoding (HTMLImageElement / ImageBitmap / render targets).
  • Tool presets: threejs, unity, unreal, blender, maya — picks the right axis convention + unit scale for the target.
  • Covers: meshes, multi-UV layers, materials, textures (PNG-embedded), skinning, animation (TRS + morph), morph targets, lights, cameras.

Install

npm install @comfyorg/fbx-exporter-three

Peer deps: three >= 0.160 (required), @types/three >= 0.160 (optional, only if you're using TypeScript).

TypeScript

Source is written in TypeScript; published dist/ ships ESM .js + .d.ts. Public types include FBXExporter, FBXExportOptions, FBXPreset, FBXAxis, FBXExporterPlugin.

Quickstart

import * as THREE from 'three';
import { FBXExporter } from '@comfyorg/fbx-exporter-three';
import { writeFileSync } from 'node:fs';

const scene = new THREE.Scene();
scene.add(new THREE.Mesh(
  new THREE.BoxGeometry(1, 1, 1),
  new THREE.MeshStandardMaterial({ color: 0x6688ff }),
));

const exporter = new FBXExporter();
const bytes = exporter.parseSync(scene);

writeFileSync('cube.fbx', bytes);

The result is a binary FBX (Kaydara FBX Binary magic) you can drop straight into Unity, Unreal, Blender, Maya, or load back with FBXLoader.

API

class FBXExporter

const exporter = new FBXExporter();

parseSync(input, options?) → Uint8Array

Build an FBX in one call. Use this for static scenes, scenes that only have DataTextures, or when you've already encoded all your textures.

Option Type Default Notes
preset 'threejs' | 'unity' | 'unreal' | 'blender' | 'maya' 'threejs' Picks axis + unit defaults.
axisUp 'X' | 'Y' | 'Z' | '-X' | '-Y' | '-Z' preset Overrides preset.
axisForward same preset Overrides preset.
unitScale number preset Written to GlobalSettings.UnitScaleFactor.
bakeSpaceTransform boolean false Pre-multiplies axis matrix into geometry. See limitation note below.
version number 7400 FBX version (7400 / 7500 supported).
fps number 24 Animation frame rate.
embedTextures boolean true When false, textures are referenced by file path instead of embedded.
animations AnimationClip[] auto If omitted, we collect from input.animations (the convention used by GLTFLoader / FBXLoader).
includeAnimations boolean true Set false to export a static T-pose only (skips AnimStack/Curve nodes entirely).
onlyVisible boolean false Skip Object3Ds whose .visible is false.
objectFilter (o: Object3D) => boolean — Generic predicate — return false to skip an object. Composes with onlyVisible.
customProperties boolean false Emit each Object3D's userData as user-defined Properties70 entries. Maps booleans → p_bool, integers → p_integer, floats → p_double, strings → p_string, length-3 number arrays → p_vector_3d; other JS values get JSON-stringified into a p_string.
creator string @comfyorg/fbx-exporter-three - <ver> Custom string written to FBX Creator metadata.

parseAsync(input, options?) → Promise<Uint8Array>

Same as parseSync but awaits async texture encoding paths — HTMLImageElement, ImageBitmap, canvas/render-target textures all need canvas.toBlob() which is async. Use this whenever your materials reference textures loaded via TextureLoader (any environment with a canvas API).

const bytes = await new FBXExporter().parseAsync(scene);

register(callback) / unregister(callback)

Plugin hook in the style of three.js's GLTFExporter. The callback receives sceneData (the collected scene plan) after collection and texture encoding, before serialization:

exporter.register((sceneData) => {
  // e.g. swap pre-encoded PNG bytes into texture entries
  for (const [tex, entry] of sceneData.textures.textures) {
    if (tex.userData.preEncodedPng) entry.imageBytes = tex.userData.preEncodedPng;
  }
});

Convenience exports

import {
  FBXExporter,
  PRESETS,            // tool preset table
  resolvePreset,      // merge user options onto a preset
  encodeRGBA8PNG,     // pure-JS PNG encoder used internally
} from '@comfyorg/fbx-exporter-three';

Feature coverage

three.js input FBX output
Mesh + BufferGeometry (positions / normals / vertex colors) Geometry + LayerElementNormal / LayerElementColor / LayerElementMaterial
Multiple UV sets — attributes.uv / uv1 / uv2 / uv3 (used for lightmap / AO) Multiple LayerElementUV nodes with distinct TypedIndex + per-set Layer entries
MeshStandardMaterial / MeshPhongMaterial / MeshBasicMaterial Material with FbxSurfacePhong shading model
Texture (DataTexture, HTMLImage, canvas) Texture + Video with embedded PNG bytes
Group, Object3D Model (Null)
SkinnedMesh + Skeleton + Bone Deformer (Skin) + Deformer (Cluster) per bone + Pose (BindPose) + Model (LimbNode) per bone
AnimationClip (position / rotation / scale tracks) AnimationStack + AnimationLayer + AnimationCurveNode + AnimationCurve
Morph targets (morphAttributes.position) Geometry (Shape) per morph + Deformer (BlendShape) + Deformer (BlendShapeChannel)
Morph animation (compound morphTargetInfluences track) Per-channel AnimationCurveNode driving DeformPercent
PointLight / DirectionalLight / SpotLight NodeAttribute (Light) — light.target.position round-trips via LookAtProperty
PerspectiveCamera / OrthographicCamera NodeAttribute (Camera)
Axis / unit conversion GlobalSettings.UpAxis / FrontAxis / UnitScaleFactor

Tool presets

Preset UpAxis FrontAxis UnitScale Bake Use when…
threejs (default) Y Z 1 off Round-tripping through FBXLoader.
unity Y Z 1 off Importing into Unity (it respects file axes).
unreal Z X 1 off Importing into Unreal Editor. Unreal's importer handles axis conversion when GlobalSettings declares it.
blender Y Z 100 off Files for Blender. UnitScale=100 because Blender stores meters but FBX canonical unit is centimeters.
maya Y Z 100 off Same as Blender.
// Use a preset:
exporter.parseSync(scene, { preset: 'unreal' });

// Or set axes directly:
exporter.parseSync(scene, { axisUp: 'Z', axisForward: 'X' });

// Mix: preset defaults + selective override:
exporter.parseSync(scene, { preset: 'unity', unitScale: 100 });

Examples

Skinned + animated character

import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { FBXExporter } from '@comfyorg/fbx-exporter-three';

const gltf = await new GLTFLoader().loadAsync('character.glb');
const scene = gltf.scene;
scene.animations = gltf.animations;  // wire so the exporter finds them

const bytes = await new FBXExporter().parseAsync(scene);

Textures from disk (Node)

const tex = new THREE.DataTexture(rgbaPixels, w, h, THREE.RGBAFormat);
tex.needsUpdate = true;
material.map = tex;

const bytes = new FBXExporter().parseSync(scene);  // embeds PNG-encoded RGBA

Saving to file

import { writeFileSync } from 'node:fs';
writeFileSync('out.fbx', bytes);

Saving in the browser

const blob = new Blob([bytes], { type: 'application/octet-stream' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = 'out.fbx';
a.click();
URL.revokeObjectURL(url);

Known limitations

  • bakeSpaceTransform: true only pre-multiplies the axis matrix into vertex positions + normals. Object Lcl transforms, cluster matrices, animation curves, and light/camera transforms are NOT baked. The flag is only safe for single-mesh-at-origin scenes; leave it false otherwise — modern importers (Unity, Unreal, Blender, Maya) honour GlobalSettings.UpAxis so axis conversion happens on import.
  • light.target.position for DirectionalLight / SpotLight round-trips via a synthetic LookAtProperty Model + OP connection.
  • Output is always binary FBX (Kaydara FBX Binary magic). ASCII FBX is not implemented.

How it works (brief)

┌───────────────────┐   ┌──────────────┐   ┌──────────────┐
│ three.js Scene    │ → │ SceneCollect │ → │ FBXElem tree │ → encodeBinaryFBX → Uint8Array
└───────────────────┘   └──────────────┘   └──────────────┘
                              │                    │
                  builds UIDs, dedupes      one writer per FBX
                  geometries / mats /       record kind (Geometry,
                  textures, plans OO/OP     Material, Skin Deformer,
                  connection graph         AnimStack, …)

Testing

npm test

446 unit tests covering the binary layer, scene collection, every Object kind (Mesh / Material / Texture / Skin / Animation / Morph / Light / Camera), axis/unit conversion, the public-options surface.

Real-asset E2E tests (test/e2e-*.test.mjs) aren't part of npm test — they read large binary inputs from test/_assets/ which is gitignored. Drop your own assets in that folder and run them individually:

node --import tsx test/e2e-1-obj.test.mjs           # raw .obj round-trip
node --import tsx test/e2e-2-xbot.test.mjs          # Mixamo skinned + animated character
node --import tsx test/e2e-3-testTexture.test.mjs   # OBJ + MTL + PNG textures
node --import tsx test/e2e-4-threejs-models.test.mjs  # 7 three.js example glTFs

test/m5-bindpose-recovery.test.mjs IS in npm test but skips gracefully when test/_assets/Xbot.glb isn't there — drop in any skinned glTF to enable it.

License

MIT. See LICENSE.

Published under @comfyorg.