This is apparently getting more attention. From a random prospective user, via the nuget.org site:
Is it correct that there is no docmunetation at all for this product? I installed/included it into my visual studio project, but I have no clue how to start to use it. I have a lot of FBX models with animations which I would like to use in my game, so how to load them with this tool?
This is something that needs to be addressed. FbxSharp, as the tagline reads, is a pure C# library for loading FBX files. It has no docs, no examples, not even a decent readme file, and yet it continues to gain stars, forks, and other various attention. Something really needs to be done about the sorry state of the project.
That is correct. Sorry, I haven't had time to put it together.
The API generally follows the pattern of Autodesk's FBX 2015 SDK. Here's a link to it: http://help.autodesk.com/view/FBX/2015/ENU/?guid=__cpp_ref_annotated_html . The classes of FbxSharp map more-or-less to the classes of the C++ FBX SDK  . Of course, not all classes in the SDK have counterparts in FbxSharp, because I haven't gotten to them yet.
FbxSharp doesn't handle binary files yet, so you have to convert the file to ascii. Also, I've only tested against file format version 2013.3, so convert to that while you're at it. There's an example of how to use the library here: https://github.com/izrik/ChamberLib.FbxSharp/blob/master/FbxModelImporter.cs#L41 . It's part of another library that interfaces with my game engine.
Again, sorry I haven't put much documentation together, but this is something I've been working on in my spare time. I fully intend to write docs, add more functionality, fill in the API gaps, support binary files and more file formats, etc. That'll happen sometime in the future. At the moment, I'm trying to do only enough to support and finish a game that I'm making ( https://metaindu.com/troublemakers/ ). Once that's done, I'll have more time to treat this like a proper development project.
^ I should have explained a little better here. FbxSharp was consciously designed to be similar to Autodesk's FBX SDK, though written entirely in C#, rather than C++. In theory, the classes of FbxSharp match corresponding ones in the SDK, with the difference of not having the \"Fbx\" prefix on the name of the class. But of course, there are plenty of special cases. =P Nevertheless, if you're familiar with using the SDK, you should be able to figure out FbxSharp.
Hopefully that goes some of the way towards explaining the situation, even if not correcting it yet. Eventually though! I'll get around to it, one of these days...