Maya fbx make file smaller8/28/2023 ![]() The rest of the options are more on case-by-case basis with few of them for advanced users. Geometry section contains a lot of options that defines what information gets exported along with your mesh.įor majority of environment assets, props, modular meshes the only settings you should enable are: I usually choose Export Selection, this way I get to control what gets exported and what doesn't. Export All or SelectionĮxport All or Export Selection allows you to Export every object in the scene or only the selected objects in the scene. In this tutorial I will be using the Model Default preset and changing the options within that preset to export. Delete Export Preset: delete the selected preset.Save Preset to Disk: save an existing preset.Load Preset from Disk: load a preset if you have it saved.Add New Export Preset: create a new preset.However you can create your own presets and save them: All the options you see set in Game Exporter menu are currently using default preset. There is only one available preset to choose from the drop down menu - Model Default. This is what is covered in this tutorial. You have ability to export Models, Animation Clips or Time Editor Clips by switching the different tabs and looking over the options.įor environment assets and modular meshes choose Model. Enter Static Mesh prefix (if you chose Multiple File Export and if you don't want a prefix, leave it empty)ĭifferent Tabs for Model, Animation, Time Editor.Enter an FBX file name (if you chose Single File Export).Define the Path (folder where the FBX files will be saved).Export to Single or Multiple Files (I use both depending on the number of meshes).Geometry: enable Smoothing Groups and Smooth Mesh.Faster Way with Game Exporterįor large number of Static Meshes, use Game Exporter.īefore I cover the settings and options in the Game Exporter menu, here is what I set to export environment assets. But if you have 20+ meshes or in some modular mesh kits you may have 100+, this is incredibly tedious and time-consuming. The standard FBX workflow is still great for a handful of meshes. Move the mesh away from the World Origin.Export by going to File > Export Selection.Position the model at its pivot point in the World Origin.
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