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<div class="section" id="fbx"> | |
<h1>FBX<a class="headerlink" href="#fbx" title="Permalink to this headline">¶</a></h1> | |
<div class="refbox admonition"> | |
<p class="first admonition-title">Reference</p> | |
<table class="last docutils field-list" frame="void" rules="none"> | |
<col class="field-name" /> | |
<col class="field-body" /> | |
<tbody valign="top"> | |
<tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td> | |
</tr> | |
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">File ‣ Import/Export ‣ FBX (.fbx)</span></td> | |
</tr> | |
</tbody> | |
</table> | |
</div> | |
<div class="section" id="usage"> | |
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2> | |
<p>This format is mainly use for interchanging character animations between applications | |
and is supported by applications such as Cinema4D, Maya, Autodesk 3ds Max, Wings3D and | |
engines such as Unity3D, Unreal Engine 3/UDK and Unreal Engine 4.</p> | |
<p>The exporter can bake mesh modifiers and animation into the FBX so the final result looks the same as in Blender.</p> | |
<div class="admonition note"> | |
<p class="first admonition-title">Note</p> | |
<ul class="last simple"> | |
<li>Bones would need to get a correction to their orientation | |
(FBX bones seems to be -X aligned, Blender’s are Y aligned), | |
this does not affect skinning or animation, but imported bones in other applications will look wrong.</li> | |
<li>Animations (FBX AnimStacks, Blender actions) <strong>are not linked</strong> to their object, | |
because there is no real way to know which stack to use as ‘active’ action for a given object, mesh or bone. | |
This may be enhanced to be smarter in the future, but it’s not really considered urgent, | |
so for now you’ll have to link actions to objects manually.</li> | |
<li>Armature instances <strong>are not supported</strong>.</li> | |
</ul> | |
</div> | |
<div class="admonition note"> | |
<p class="first admonition-title">Note</p> | |
<ul class="last simple"> | |
<li>Bones’ orientation importing is complex, you may have to play a bit with | |
related settings until you get the expected results.</li> | |
<li>Animation support is minimal currently, we read all curves as if they were ‘baked’ ones | |
(i.e. a set of close keyframes with linear interpolation).</li> | |
<li>Imported actions are linked to their related object, bone or shape key, on a ‘first one wins’ basis. | |
If you export a set of them for a single object you’ll have to reassign them yourself.</li> | |
</ul> | |
</div> | |
<div class="admonition note"> | |
<p class="first admonition-title">Note</p> | |
<p>Saving Just Animations</p> | |
<p class="last">The FBX file format supports files that only contain takes. | |
It is up to you to keep track of which animation belongs to which model. | |
The animation that will be exported is the currently selected action within the Action editor. | |
To reduce the file size, turn off the exporting of any parts you do not want and disable <em>All Actions</em>. | |
For armature animations typically you just leave the armature enabled which is necessary for | |
that type of animation. Reducing what is output makes the export and future import much faster. | |
Normally each action will have its own name but the current or | |
only take can be forced to be named “Default Take”. Typically, this option can remain off.</p> | |
</div> | |
</div> | |
<div class="section" id="properties"> | |
<h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2> | |
<div class="section" id="import"> | |
<h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3> | |
<div class="section" id="main"> | |
<h4>Main<a class="headerlink" href="#main" title="Permalink to this headline">¶</a></h4> | |
<dl class="docutils"> | |
<dt>Manual Orientation</dt> | |
<dd>TODO.</dd> | |
<dt>Forward / Up Axis</dt> | |
<dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversion for these settings, | |
Forward and Up axes – By mapping these to different axes you can convert rotations | |
between applications default up and forward axes.</p> | |
<p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction). | |
For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p> | |
</dd> | |
<dt>Apply Transform</dt> | |
<dd>TODO.</dd> | |
<dt>Import Normals</dt> | |
<dd>TODO.</dd> | |
<dt>Import Animation</dt> | |
<dd><p class="first">TODO.</p> | |
<dl class="last docutils"> | |
<dt>Animation Offset</dt> | |
<dd>TODO.</dd> | |
</dl> | |
</dd> | |
<dt>Import User Properties</dt> | |
<dd>TODO.</dd> | |
<dt>Import Enums As Strings</dt> | |
<dd>TODO.</dd> | |
<dt>Image Search</dt> | |
<dd>TODO.</dd> | |
<dt>Decal Offset</dt> | |
<dd>TODO.</dd> | |
<dt>Use Pre/Post Rotation</dt> | |
<dd>TODO.</dd> | |
</dl> | |
</div> | |
<div class="section" id="armatures"> | |
<h4>Armatures<a class="headerlink" href="#armatures" title="Permalink to this headline">¶</a></h4> | |
<dl class="docutils"> | |
<dt>Ignore Leaf Bones</dt> | |
<dd>TODO.</dd> | |
<dt>Force Connect Children</dt> | |
<dd>TODO.</dd> | |
<dt>Automatic Bone Orientation</dt> | |
<dd>TODO.</dd> | |
<dt>Primary/Secondary Bone Axis</dt> | |
<dd>TODO.</dd> | |
</dl> | |
</div> | |
</div> | |
<div class="section" id="export"> | |
<h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3> | |
<div class="section" id="id1"> | |
<h4>Main<a class="headerlink" href="#id1" title="Permalink to this headline">¶</a></h4> | |
<dl class="docutils"> | |
<dt>Selected Objects</dt> | |
<dd>Only export the selected objects. Otherwise export all objects in the scene. | |
Note, this does not apply when batch exporting.</dd> | |
<dt>Scale</dt> | |
<dd>Scale the exported data by this value. 10 is the default | |
because this fits best with the scale most applications import FBX to.</dd> | |
<dt>Apply Scale</dt> | |
<dd>TODO.</dd> | |
<dt>Apply Scalings</dt> | |
<dd>TODO.</dd> | |
<dt>Forward / Up Axis</dt> | |
<dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversions for Forward and | |
Up axes – By mapping these to different axes you can convert rotations between applications | |
default up and forward axes.</p> | |
<p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction). | |
For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p> | |
</dd> | |
<dt>Empty/Camera/Light/Armature/Mesh/Other</dt> | |
<dd>Enable/Disable exporting of respective object types.</dd> | |
<dt>Apply Transform</dt> | |
<dd>TODO.</dd> | |
<dt>Custom Properties</dt> | |
<dd>TODO.</dd> | |
<dt>Path Mode</dt> | |
<dd><p class="first">When referencing paths in exported files you may want some control as to the method used since absolute paths | |
may only be correct on your own system. Relative paths, on the other hand, are more portable | |
but mean that you have to keep your files grouped when moving about on your local file system. | |
In some cases, the path doesn’t matter since the target application will search | |
a set of predefined paths anyway so you have the option to strip the path too.</p> | |
<table class="docutils field-list" frame="void" rules="none"> | |
<col class="field-name" /> | |
<col class="field-body" /> | |
<tbody valign="top"> | |
<tr class="field-odd field"><th class="field-name">Auto:</th><td class="field-body">Uses relative paths for files which are in a subdirectory of the exported location, | |
absolute for any directories outside that.</td> | |
</tr> | |
<tr class="field-even field"><th class="field-name">Absolute:</th><td class="field-body">Uses full paths.</td> | |
</tr> | |
<tr class="field-odd field"><th class="field-name">Relative:</th><td class="field-body">Uses relative paths in every case (except when on a different drive on windows).</td> | |
</tr> | |
<tr class="field-even field"><th class="field-name">Match:</th><td class="field-body">Uses relative / absolute paths based on the paths used in Blender.</td> | |
</tr> | |
<tr class="field-odd field"><th class="field-name">Strip Path:</th><td class="field-body">Only write the filename and omit the path component.</td> | |
</tr> | |
<tr class="field-even field"><th class="field-name">Copy:</th><td class="field-body">Copy the file on exporting and reference it with a relative path.</td> | |
</tr> | |
</tbody> | |
</table> | |
<dl class="last docutils"> | |
<dt>Embed Textures</dt> | |
<dd>TODO.</dd> | |
</dl> | |
</dd> | |
<dt>Batch Mode</dt> | |
<dd><p class="first">When enabled, export each group or scene to a file.</p> | |
<dl class="last docutils"> | |
<dt>Group/Scene</dt> | |
<dd>Choose whether to batch export groups or scenes to files. | |
Note, when Group/Scene is enabled, you cannot use the animation option <em>Current Action</em> | |
since it uses scene data and groups are not attached to any scenes. | |
Also note, when Group/Scene is enabled you must include the armature objects | |
in the group for animated actions to work.</dd> | |
<dt>Own Dir</dt> | |
<dd>When enabled, each file is exported into its own directory, | |
this is useful when using the <em>Copy Images</em> option. So each directory contains | |
one model with all the images it uses. Note, this requires a full Python installation. | |
If you do not have a full Python installation, this button will not be shown.</dd> | |
</dl> | |
</dd> | |
</dl> | |
</div> | |
<div class="section" id="geometries"> | |
<h4>Geometries<a class="headerlink" href="#geometries" title="Permalink to this headline">¶</a></h4> | |
<dl class="docutils"> | |
<dt>Apply Modifiers</dt> | |
<dd>When enabled, the mesh will be from the output of the modifiers applied to the mesh.</dd> | |
<dt>Use Modifiers Render Setting</dt> | |
<dd>TODO.</dd> | |
<dt>Smoothing</dt> | |
<dd>TODO.</dd> | |
<dt>Loose Edges</dt> | |
<dd>TODO.</dd> | |
<dt>Tangent Space</dt> | |
<dd>TODO.</dd> | |
</dl> | |
</div> | |
<div class="section" id="id2"> | |
<h4>Armatures<a class="headerlink" href="#id2" title="Permalink to this headline">¶</a></h4> | |
<dl class="docutils"> | |
<dt>Only Deform Bones</dt> | |
<dd>TODO.</dd> | |
<dt>Add Leaf Bones</dt> | |
<dd>TODO.</dd> | |
<dt>Primary/Secondary Bone Axis</dt> | |
<dd>TODO.</dd> | |
<dt>Armature FBXNode Type</dt> | |
<dd>TODO.</dd> | |
</dl> | |
</div> | |
<div class="section" id="animation"> | |
<h4>Animation<a class="headerlink" href="#animation" title="Permalink to this headline">¶</a></h4> | |
<dl class="docutils"> | |
<dt>Baked Animation</dt> | |
<dd>TODO.</dd> | |
<dt>Key All Bones</dt> | |
<dd>TODO.</dd> | |
<dt>NLA Strips</dt> | |
<dd>TODO.</dd> | |
<dt>All Actions</dt> | |
<dd>Export all actions compatible with the selected armatures | |
start/end times which are derived from the keyframe range of each action. | |
When disabled only the currently assigned action is exported.</dd> | |
<dt>Force Start/End Keying</dt> | |
<dd>TODO.</dd> | |
<dt>Sampling Rate</dt> | |
<dd>TODO.</dd> | |
<dt>Simplify</dt> | |
<dd>TODO.</dd> | |
</dl> | |
</div> | |
</div> | |
</div> | |
<div class="section" id="compatibility"> | |
<h2>Compatibility<a class="headerlink" href="#compatibility" title="Permalink to this headline">¶</a></h2> | |
<div class="section" id="id3"> | |
<h3>Import<a class="headerlink" href="#id3" title="Permalink to this headline">¶</a></h3> | |
<p>Note that the importer is a new addition and lacks many features the exporter supports.</p> | |
<ul class="simple"> | |
<li>binary FBX files only.</li> | |
<li>Version 7.1 or newer.</li> | |
</ul> | |
<div class="section" id="missing"> | |
<h4>Missing<a class="headerlink" href="#missing" title="Permalink to this headline">¶</a></h4> | |
<ul class="simple"> | |
<li>Mesh: shape keys.</li> | |
</ul> | |
</div> | |
</div> | |
<div class="section" id="id4"> | |
<h3>Export<a class="headerlink" href="#id4" title="Permalink to this headline">¶</a></h3> | |
<p>NURBS surfaces, text3D and metaballs are converted to meshes at export time.</p> | |
<div class="section" id="id5"> | |
<h4>Missing<a class="headerlink" href="#id5" title="Permalink to this headline">¶</a></h4> | |
<p>Some of the following features are missing because they | |
are not supported by the FBX format, others may be added later.</p> | |
<ul class="simple"> | |
<li>Object instancing – exported objects do not share data, | |
instanced objects will each be written with their own data.</li> | |
<li>Material textures</li> | |
<li>Vertex shape keys – FBX supports them but this exporter does not write them yet.</li> | |
<li>Animated fluid simulation – FBX does not support this kind of animation. | |
You can however use the OBJ exporter to write a sequence of files.</li> | |
<li>Constraints – The result of using constraints is exported as a keyframe animation | |
however the constraints themselves are not saved in the FBX.</li> | |
<li>Instanced objects – At the moment instanced objects are only written in static scenes (when animation is disabled).</li> | |
</ul> | |
</div> | |
</div> | |
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