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Say I have a set of .fbx files which contain all my bones, meshes and animations. I want to make use of these in the finished application i.e. rather than converting them all to .xnb I just want to load the .fbx files at runtime. I've got AssImp importing them, MonoGame.Framework.Content.Pipeline processing them, but now I have a ModelContent object which is not usable as a Model (unless I'm missing something obvious).

Can I convert these to Model without passing them to a ContentWriter/ContentReader?

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MonoGame does not support that, and original XNA did not either (as XNA developer Shawn Hargreaves blogged, "you must either use the Content Pipeline, or not use the type at all"). ModelContent gets serialized to the XNB file, and the file is deserialized to a Model by the framework.

This is because a runtime dependency to the Content Pipeline assemblies would be useless bloat for most applications (and in XNA's case, a licensing nightmare). XNB is a fast runtime format containing only the necessary data, whereas FBX is the exact opposite. If you really need to use FBX models, you have to modify or reimplement Model/ModelContent.

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  • \$\begingroup\$ I guess this is about as good as we can get if it's not supported. Thanks. \$\endgroup\$
    – user17344
    Jun 22 '16 at 14:22

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