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My project is not complicated, it's a group of spheres and they simply move around. Some have emitter particles, some hair particles, some got wind force fields, there are armateurs involved with follow path modifiers and some parts have lights attached inside.

My question is, how do I export it (as a single file or many files that can later be put together) so that I can use the whole thing in another program?

.obj file doesn't work, it just moves it as an object, no animation. .FBX doesn't work either, it moves the animation + textures and materials but NOT the particles, attached lights or the wind forces.

I've tried using the convert modifier to make the particles into mesh but that only works for hair and doesn't render when I test the .FBX

Anyone can give me a simple solution or list of pathways to do this? (Not super familiar with blender) Thank you

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  • $\begingroup$ What are you exporting to? $\endgroup$ – FreemoX Aug 4 '17 at 9:12
  • $\begingroup$ I don't know, someone asked me to make this. Is the procedure different depending on what you move it to? $\endgroup$ – Sofie.C Aug 4 '17 at 9:13
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    $\begingroup$ Yes, there are slightly different procedures for exporting to different software, especially a complete project. If you don't know what you're exporting to, how can you even export a complete file with textures, meshes, animations, etc..? $\endgroup$ – FreemoX Aug 4 '17 at 9:19
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    $\begingroup$ Particles won't be exported, this is animation system unique for Blender (e.g. if you created a model for Unity game engine which has particles in the concept you'd need recreating them in Unity, at least as one way). Materials are something unique for 3d app as well, Blender in particular, hence FBX won't have those after importing (only some basic ones),it's required to bake them to textures and recreate in final app. Follow path animations and alike need to be baked into keyaframes as they are based on constraints only Blender knows of, see blender.stackexchange.com/q/68142/1245 $\endgroup$ – Mr Zak Aug 4 '17 at 10:16
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    $\begingroup$ Just to be clear no format you choose other than native saving files will ever export all features used in any application in intact form ever. All native features will have a variable degree of losses depending on the format and exporter $\endgroup$ – Duarte Farrajota Ramos Aug 4 '17 at 13:05
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You should first ask for which software you are exporting. It can be very different if you target 3d printing, VR or an animation short.

Maybe your colleagues are using 3DS Max (there is a .3ds export) or Unity3D (you can use Blender files). However some features like particles for example might not be supported. You should be able to find workarounds (convert the particles to mesh: see here or create particles in the targeted software, Unity3D has a lot of options for example).

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