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54

This is a frequently asked question. TL;DR Most file formats just don't support exporting textures, let alone full blown material definitions or other application specific features. Also most Blender importers/exporters don't currently support node based materials well. Manually reproduce your materials using available textures at the target environment. ...


9

When exporting to .fbx, you can't export materials, you'll have the surface color, but not other settings such as glossiness and reflection, for textures, yes you can, but you have to use blender internal (it does not work with cycles), and make sure you don't use nodes, apply the textures, then, when in the fbx export settings, go to bottom, set path to ...


3

The word for that kind of thing is "vertex animation". Blender supports shape keys that can be imported into unity via FBX. They are typically used for cloth animation and facial animations that are difficult to do with bones - if you're looking for movement in general then you'd generally want to stick to the armature and use an armature in Unity as well. ...


3

Actions (animations) and FBX are a bit tedious… Think what you want is 'scene' animation export (as in, only get 'active' action applied to animated objects)? In this case, you should disable 'All Actions' (and probably also 'NLA') options from Animation tab in FBX export settings.


3

As already answered (and promptly marked as off-topic) on StackOverflow... Try the Autodesk FBX Converter. Unfortunately it is no longer maintained, but it can converts many file formats, up to FBX 2013 format. Alternatively, if you know a bit of C++ you can write a simple command-line file converter using the FBX SDK. You can convert older ...


2

Figured it out, with the help of Rich Sedman. What I'm doing now is establishing a complete animation in Blender, with the use of drivers and empties. Blender drivers are python-dependent, so of course they don't export; but by doing the following I can make the FBX animation-ready. Bake the movement of the empty. (This option is in the 3D view, under ...


2

Seeing the same result you are, taking a very long time to process My blind guess is that if you wait long enough it will eventually export the file successfully, since selecting only a subset of the empties exported successfully after a while, although it may take longer than you are willing to wait. The resulting (partial) file did however have 200+ Mb ...


2

This is normal, occurs because each software has a different material system. When you export to fbx it converts the information to a "universal" compatibility format, so some types of standard information are preserved, like diffuse color, vertex paint, UV Maps, but not Blender specific settings like multi layered textures, alpha, blending mode, etc. . ...


2

I needed to specify my entire file path in the filepath parameter of the bpy.ops.export_scene.fbx method.


2

I spent two days trying to find the solution and ended up finding it an hour after posting the question here. The solution is to run a script provided by batFINGER in this thread: Create pose from existing armature I'll copy the script here just keep things in one place, but I don't claim to have written it. All credits to batFINGER. import bpy from bpy ...


2

You can use the free Autodesk Fbx Converter to batch convert multiple fbx files to various formats. It comes with a cli command which can be used to automate the conversion. I tried but couldn't find any FOSS alternatives to it.


2

Tips to avoid this: Activate Selected Objects (not whole scene) Activate only "Deform Bones" under Armature tab(so rig won't corrupt the FBX if many constraints, or loopback bones that might make it bug - will also export in a clean way, etc) Disactivate "All Actions" from Animation tab (so that rig will export only it's aniamtion clips, not the whole ...


2

In Unity, pay attention to the color of the Sun lamp and match it to what you had in Blender. In Unity the result currently looks tinted towards green. This could also be because of the sky which constitutes to the color as well. Texture definition is another probable key issue. Depending on how optimal your UV layouts are, you should be getting good ...


2

Select all your objects then Alt+G to Clear Location (set the location to 0;0;0)


2

Unity normalizes weight per vertex so you can't have vertices with zero weight. So the armature needs to have a root bone that you use to paint the weight of parts that don't move.


2

I think you need to assign different materials in blender for each part of the mesh you want a different texture set.


2

The glTF format uses normal maps, not bump maps1. If you can bake your bump map into a normal map it should export correctly and appear the same. Sketchfab also allows you to download your model as glTF, so it may be worth trying that. 1The term "bump map" can mean different things, so I'm generalizing here... For a more precise answer I might need to see ...


2

I had similar problem. So i had done the mesh in Blender, and UV unwrapped it as well. Export, and same error in Substance Painter. Solution was to while you export in Blender, be sure to check the Selected Object, and prior to choosing File > Export, be sure to either select all objects in the scene you want exported in the OBJ/FBX file, or delete ...


2

The FBX should presumably include a mesh when it is imported. Most likely if it came from Mixamo it also includes an armature, and the mesh will be parented to that armature. Make sure you select the mesh, not the armature, and then you should be able to add physics properties to the mesh. In this case you want to go to the Physics tab of the properties ...


2

Sounds like a job for our good old friend: Undo. You can make it complicated for sure, but since the operation is in memory anyway, it should make it pretty fast. import bpy from bpy.props import (BoolProperty, FloatProperty, StringProperty) from bpy.types import (Operator) from bpy_extras.io_utils import ExportHelper # ExportHelper is a helper class, ...


2

Blender's FBX toolset doesn't support point cache data. So you'll have to separate out the mesh from the point cache. Just export the object as an FBX, then save out your point cache in either the LightWave .mdd or the 3DS Max .pc2 format. You can then apply the point cache back to the object in Blender by using the Mesh Cache modifier. However, if you ...


1

There are multiple reasons that the object is not visible after importing. Check the outliner and see if there is an object. Also see if it's visibility is on. Make sure you are in the correct layer. To display objects from all layers in the 3D view, press the backtick key. The camera clipping planes must not be proper. If you are looking from the User ...


1

I thank God for showing me the solution! All you have to do is add a "false foot" bone that is NOT a deform bone to each leg. I named this bone FootParent. Connect this bone to the Lower_Leg bone (which has an IK constraint). Set FootParent's Inherit Rotation and Inherit Scale to off, and add a Copy Rotation constraint which copies your Foot_IK bone (X + ...


1

Make sure you apply your rotation/scale/location. With the shark selected in object mode. Ctrl-A Location and Rotation/Scale before exporting


1

The animation in the blend file you uploaded set to end at frame 79, whereas the animation continues to frame 119. I would try double checking the length of the animation as well as the start and end frame when it is exported. When I opened your file and played the animation without doing anything it was 'glitchy' when it looped, but changing the end frame ...


1

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 (...


1

Once imported into Blender a model is a model, regardless of origin or file format. You should be able to edit, texture, apply materials, rig and animate, any model once inside Blender, whether it was imported in FBX, or not What you should pay attention to is the quality of the modelling. The ability to be animated will depend largely on the quality and ...


1

I seem to find out this time values order - while exporting constantly interpolated animation every framekey is presented as a pair, the first one's tick is -1 by number then the actual frame's tick in dope sheet and it contains the translation and rotation BEFORE the actual frame tick value, while the second data in this framekyes pair shows actual ...


1

The problem are the faces with more than 4 edges (ngons), in your case, most of them have 6 edges. What you can do is select all the faces around the windows, the press CTRL+T to convert them to triangles and then ALT+J to convert them to quads. Notice how I set Max Face Angle and Max Sharp Angle to 180º. You also should remove unnecessary vertices like ...


1

There is an option to do that, actually. Make sure you're in Blender Render (internal) render mode, though, otherwise it won't work, in my experience. In Fbx export options, under Main, look all the way down at "Path mode". Set that to "Copy" and make sure to check the little file-in-a-box button to the right (called "Embed textures").


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