


Exporting the normals results in larger file sizes, so deselect this option unless necessary.Īs an example, let's create a polygon mesh box and cylinder in Shade3D and then export them to FBX format. Export Vertex Normals Exports the vertex normal of each face. This is important when exporting to software that supports FBX with Smoothing Group information. If unselected, rounded corners are ignored.Įxport Smoothing Group Info When selected, the Threshold Angle of polygon meshes is exported as Smoothing information for each edge. When creating or setting bones in Shade 3D, turn off the Auto Align checkbox under Bone Axis Alignment in the Object Info Window.īake Mesh Subdivision If selected, polygon mesh rounded corners are expressed as subdivisions of the polygon mesh.The bone structure (here, boneA-boneB-boneC) forms a hierarchy of the children of one bone.These polygon meshes can be placed anywhere as long as they are directly below the child elements of the root bone. Place polygon meshes that are children of the root bone with ".Shape" after the object name."CharacterName" is an object name of your choice.The transformation matrix must be a unit matrix. The root bone must be placed at the 0, 0, 0 position.The scene must follow DAZ Studio's rules for hierachical structure: DAZ Studio Compatible When selected, the FBX will be exported with bones and skin usable in DAZ Studio. Select an encoding to match the destination application, since some applications will not accept a different encoding. Encoding Select either UTF-8 or ShiftJIS for the text encoding used for object names in the exported FBX file. Password protection is only available when Binary is selected from the Type pop-up menu. Password Enter a password here to password-protect the FBX file (optional). Select an appropriate version based on the destination application. Select cm when exporting FBX files for Unity.Įxport Format Settings Version Specifies the FBX file version. If cm are used, the coordinate values will be stored at one-tenth (1/10) their original size.

FBX Unit (Shade3D) Select either mm (millimeters) or cm (centimeters-the FBX default units) for the FBX scene. Scale Specifies the size ratio when exporting objects. The orientation is determined automatically within the FBX file, so normally it is not necessary to change this setting. Select Z-Up for use in Autodesk 3D Studio MAX and iClone (3DXchange). Select Y-Up if using the exported file in Shade3D or Autodesk Maya. Up Vector Specifies the orientation (the up axis) of the coordinates in the exported file. In Shade3D for Unity, there are fewer options that mainly target Unity specific export. The file type, version, surface material and animation settings can all be specified for the exported file.
