int main (int argc, char** argv) { FbxManager* fbxManager = NULL; FbxScene* lScene = NULL; // Prepare the FBX SDK. InitializeSdkObjects(fbxManager); std::vector<std::string> fileNamesForImport = GetFbxFileNamesForImport(); bool EXPORT_ALL_TO_ONE_FOLDER = true; for (unsigned int i = 0; i < fileNamesForImport.size(); ++i) { std::string fbxFileName = fileNamesForImport[i]; Scene* scene = ParseScene(fbxManager, IMPORT_PATH + fbxFileName); scene->DEBUG_ExportNamesOfAllObjectsInScene(); if (!EXPORT_ALL_TO_ONE_FOLDER) { std::string exportFolderName = fbxFileName.substr(0, fbxFileName.find(".")); FileUtilities::CreateFolder(EXPORT_PATH_BASE + exportFolderName); FileUtilities::CreateFolder(EXPORT_PATH_BASE + exportFolderName + "/" EXPORT_FOLDER_MODELS); FileUtilities::CreateFolder(EXPORT_PATH_BASE + exportFolderName + "/" EXPORT_FOLDER_ANIMCLIPS); ExportSceneToModelFiles(scene, EXPORT_PATH_BASE + exportFolderName + "/"); } else { FileUtilities::CreateFolder(EXPORT_PATH_BASE); FileUtilities::CreateFolder(EXPORT_PATH_BASE EXPORT_FOLDER_MODELS); FileUtilities::CreateFolder(EXPORT_PATH_BASE EXPORT_FOLDER_ANIMCLIPS); ExportSceneToModelFiles(scene, EXPORT_PATH_BASE); } } //Destroy all objects created by the FBX SDK. DestroySdkObjects(fbxManager, true); std::cin.get(); return 0; }