FBX Export settings
Use the Fbx Export Settings window to:
- Manage the display of the options windows when exporting to FBX or converting to Model Prefab Variant.
- Change the default option values for FBX File export and Model Prefab Variant conversion.
- Install the Unity Integration for Autodesk® Maya®, Autodesk® Maya LT™, or Autodesk® 3ds Max® and manage the related integration settings.
- Repair FBX Prefab components if you were using version 1.3.0f1 or earlier of the FBX Exporter package.
Properties
Export Options
Property | Function |
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Display Options Window | Enable this option to display the Export Options or Export Options window before letting the FBX Exporter proceed when you respectively select the Export To FBX or Convert To FBX Prefab Variant menu action. If you disable this option, the FBX Exporter directly converts or exports without asking. It uses the last path you specified and a filename based on the selected GameObject's name. |
FBX File Options
Property | Function | |
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Export Path | The default location where the FBX Exporter saves the exported FBX file. | |
Export Format | The default format to use in the FBX file (ASCII or Binary). | |
Include | This defines the default scope of the export. You can include Model(s) Only, Animation Only, or Model(s) + Animation. | |
LOD level | For level of detail (LOD) groups, the default level of detail to export to. You can select All levels, Highest, or Lowest. Note: • The FBX Exporter ignores LODs outside of the selected hierarchy. • The FBX Exporter does not filter out GameObjects that are used as LODs and does not export them if they are not direct descendants of their respective LOD Group. |
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Object(s) Position | The position reference to use for the GameObjects to export. | |
Local Pivot | Resets the transform of the selected GameObject or group of GameObjects to the World center. If you select multiple GameObjects for export, the FBX Exporter centers these GameObjects around a shared root and keeps their relative placement unchanged. |
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World Absolute | Keeps world transforms unchanged during the export. | |
Animated Skinned Mesh | Enable this option to export animation on GameObjects with skinned meshes. If you disable this option, the FBX Exporter does not export animation on skinned meshes. |
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Compatible Naming | Enable this option to make the FBX Exporter rename GameObjects and Materials on export, according to specific character replacement rules. This ensures a compatible naming with Autodesk® Maya® and Autodesk® Maya LT™ to avoid unexpected name changes between Unity and Autodesk® Maya® and Autodesk® Maya LT™. |
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Export Unrendered | Enable this option to export meshes that don't have a renderer component or that have a disabled renderer component. For example, a simplified mesh used as a Mesh collider. |
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Preserve Import Settings | Enable this option to preserve all import settings applied to an existing FBX that is overwritten in the export. If the FBX Exporter exports the GameObject as a new FBX, the import settings are not carried over. |
Convert to Prefab Options
Property | Function |
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Prefab Path | The default location where the FBX Exporter saves the FBX Prefab Variant file. |
Export Format | The default format to use in the FBX file (ASCII or Binary). |
Include | Convert to FBX Prefab Variant always exports both the Models and Animation in the hierarchy. |
LOD level | Convert to FBX Prefab Variant always exports All levels of detail (LOD) available in the hierarchy for LOD groups. |
Object(s) Position | Convert to FBX Prefab Variant always resets the root GameObject's transform during export. However, the Prefab maintains the global transform for the root GameObject. |
Animated Skinned Mesh | Enable this option to export animation on GameObjects with skinned meshes. If you disable this option, the FBX Exporter does not export animation on skinned meshes. |
Compatible Naming | Enable this option to make the FBX Exporter rename GameObjects and Materials on conversion, according to specific character replacement rules. This ensures a compatible naming with Autodesk® Maya® and Autodesk® Maya LT™ to avoid unexpected name changes between Unity and Autodesk® Maya® and Autodesk® Maya LT™. |
Compatible Naming rules
During an export or a conversion to a Prefab Variant, if you enabled the Compatible Naming option, the FBX Exporter manages characters in Unity names as follows:
- Replaces invalid characters with underscores ("_"). Invalid characters are all non-alphanumeric characters, except for the colon (":").
- Adds an underscore ("_") to names that begin with a number.
- Replaces diacritics. For example, replaces "é" with "e".
Note: If a Material has a space in its name, the FBX Exporter replaces this space by an underscore ("_") on export. As a result, if you re-import the same GameObject in Unity, the FBX Exporter creates a new Material based on the modified name.
For example, if the Material name is "Default Material", the FBX Exporter exports this Material as "Default_Material". After you re-import the same GameObject, you get twice the same material, respectively named "Default Material" and "Default_Material". If you want to keep an exact match of Materials through your export/import iterations, you must rename the involved Materials to remove any space characters before exporting.
Integration
Property | Function |
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3D Application | The 3D modeling software you want to integrate with Unity. The available options depend on the software you have already installed on your computer, among the ones that the FBX Exporter currently supports. Use the [...] (Browse) button to select the 3D modeling software if you installed it in a non-standard location. |
Keep Open | Enable this option to keep the selected 3D modeling software open after installing it. |
Hide Native Menu | Enable this option to hide the native Send to Unity menu in Autodesk® Maya® and Autodesk® Maya LT™. |
Install Unity Integration | Select this button to install Unity Integration for the selected 3D Application. |
FBX Prefab Component Updater
Property | Function |
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Run Component Updater | Select this button to run the Component Updater to repair any missing FbxPrefab components if you were using version 1.3.0f1 or earlier of the FBX Exporter package. |