![]() Use ASCII format: If enabled, your FBX file will be ASCII and not binary, meaning it will be readable with a text editor. If disabled, a folder named _FBX_Textures will be created next to the FBX file, containing the mesh textures (and needs to be moved with your FBX file). Since other DCC handle such constraint differently, you may not recover the exact same animation and level of constraint, leave this unchecked for best resultsĮxport Character node (as dummy): If enabled, the Akeytsu's Character node will be exported in your FBX file.Įmbed Media: If enabled, textures will be in the FBX file, and extracted as temporary files each time you open it. The character will remain in bind pose.Įxport camera targets: If enabled, the camera target will be exported with its constraint. ![]() Please note that both Multi-FBX option can be combinedĮxport without animation: If enabled, Content will be exported without any animation. Multi-FBX (one file per character): If enabled, akeytsu will create one FBX per character node of the tree, named like this : FileName_CharacterName.fbx. Multi-FBX (one file per animation): If enabled, akeytsu will create one FBX per animation of the animbank, named like this : FileName_AnimName.fbx Export File format is currently open to FBX onlyīake animations: If enabled, your FBX exported animations will be baked with 1 keyframe per frame. You can access it directly through Export FBX… part of the Main menu (or using shortcut “ Ctrl+E”). Export settingsIn addition to the general export options, FBX has the following options: Create Shape Groups If enabled, a transformation node is inserted. Export settings will pop up every time you need to export your work.
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