注意:本节提供有关使用 FBX 转换的专有文件格式的信息。但是,有两种文件格式不使用 FBX 作为中介格式:SketchUp 和 SpeedTree。有关导入这些文件格式的更多信息,请参阅 SketchUp 设置和 SpeedTree 主题。
导出的 3D 文件格式,如 .fbx 或 .obj。您可以使用通用格式从 3D 建模软件导出文件,此类格式的文件可以由各种不同的软件导入和编辑。
专有的 3D 或 DCC(数字内容创作)应用程序文件,例如来自 Autodesk® 3ds Max® 或 Blender 的 .max 和 .blend 文件格式。只能在创建专有文件的软件中编辑这些文件。专有文件通常无法在未经转换和导入的情况下直接由其他软件编辑。
Unity 可以导入和使用这两种类型的文件,每种文件都有各自的优缺点。
Unity 可读取 .fbx、.dae (Collada)、.3ds、.dxf 和 .obj 文件。有关导出 3D 文件的信息,请参阅在其他应用程序中使用 FBX 文件或阅读 3D 建模软件的文档。
优点:
缺点:
Unity 可以从以下 3D 建模软件导入专有文件:
警告:Unity 在导入过程中将专有文件转换为 .fbx 文件。但是,建议导出 FBX,而不是直接保存为工程应用中的默认格式。建议不要在生产中直接使用原生文件格式。
注意:从 Unity 2019.3 开始,Unity 不再针对 Cinema4D 文件提供内置支持。要继续在 Unity 2019.3 和更高版本中使用 Cinema4D 文件,请安装 Maxon 的 Cinema4D 导入器。或者,也可改从 Cinema4D 导出 FBX 文件。
优点:
缺点:
注意:除非在计算机上安装了相应的 3D 建模软件,否则保存为 .ma、.mb、.max、.c4d 或 .blend 文件的资源将无法导入。这意味着,处理 Unity 项目的每个人都必须安装正确的软件。例如,如果您使用 Autodesk® Maya LT™ 许可证来创建 ExampleModel.mb
并将其复制到项目中,那么任何打开该项目的用户也需要在他们的计算机上安装 Autodesk® Maya LT™。
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