This is a frequently asked question.
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.
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 ...
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 Unfortunately it is no longer
maintained, but it can converts many file formats, up to FBX 2013
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 ...
Addon based on this answer, adapted to export all meshes in selection to single fbx files.
# ##### BEGIN GPL LICENSE BLOCK #####
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your ...
The fields you are trying to change are green which means they are animated by corresponding keyframes. (These keep you from changing anything that is not part of the animation, unless you add or remove keyframes).
Most likely scale is not a part of your animation and you can delete these keyframes to regain control over the scale. Right click the fields and ...
The FBX exporter bakes animations at the given sampling rate. Basically you get one keyframe for every frame. Of course if the original curve wasn't changing over a particular range of time, baking gets you a bunch of duplicate keyframes. "Simplify" cleans these up by deleting keyframes that differ very little from the last keyframe. This saves ...
Save your blend file in the directory you want the objects to be in.
Head over to the Scripting workspace
In the editor window: Templates -> Python -> Batch Export
Select all objects that you want to export
Run the script with the Play button
Try this. It affects all materials in the file.
for mat in bpy.data.materials:
if not mat.use_nodes:
mat.metallic = 0
for n in mat.node_tree.nodes:
if n.type == 'BSDF_PRINCIPLED':
n.inputs["Metallic"].default_value = 0
Select Mesh Objects with ngon faces.
XY Problem. The issue with the exporter is ngons ie meshes with faces using more than four vertices.
Rather than search for anything by name, instead will search by trait. Here is an
example script to select all mesh type objects with 1 or more ngon faces in their data.
context = bpy.context
scene = context....
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. ...
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 ...
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.
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 ...
For anyone else having this issue, I resolved it by removing some keyframes from the offending actions that were related to bones that no longer existed.
FBX exporter ignores actions if there are any errors in them, and I guess having those extra keyframes for non existent bones was messing it up.
If you have missing actions, check that all of your ...
Default FBX or OBJ exporters won't allow you skip resetting object location if you want their origin point remain where it is once exported. However there are some addons which make this possible.
One of these addons is Export FBX which is a part of Cenda Tools. After installing the addon open the Properties Editor > Scene tab > Export Settings rollout. ...
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 ...
Exporting from Cycles to FBX is somewhat fiddly at the moment still.
As far as i'm aware the exporter reads only trough a principled node - and then not all slots.
I found this Method to somewhat work, its essentially the same as it has been with the old Blender render:
1. For the images to be packed into the .fbx there are two important parts, first you ...
I am guessing you have a bad UI layout in file.
(They changed the export layout in 2.81. Did you open up the 2.81 beta, save the file, and return to 2.80?)
Try to close blender, Re-open it with default scene, go to File->Open, deselect "Load UI" and open your blender file. Export settings should be back now.
If that does not work, (Or you are also missing ...
If your scene was empty before the import, it looks like stuff is importing correctly as there are objects in your outliner. My guess is that the scale during import is off. The objects might be there, they're just scaled too big or too small to see. Try using the . key on the numberpad, which centers the view on the selected object.
You can also try re-...
No, there is no quick and easy way to fix imported CAD models that have messy and triangulated geometry.
You can try to make it better, but in most cases geometry made in CAD applications is messy to start with and triangulated on top of that. Even though you can see some suggested solutions working on really basic geometry, most of the time models you ...
In my experience, texture files tend to not be correctly included if they are not in a relative path and in the same folder or subfolder relative to the .blend.
A fast and simple way to fix this:
File > External Data > Pack Ressources
File > External Data > Unpack Resources > Write files to current directory
This will ...
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 ...
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. .
If you don't want to use scripts, here is another workflow:
Select every object that will be exported, but no child-objects of these, even if they will be exported too
Rotate them by -90 degrees in the x-axis
Apply the rotation of every object that will be exported (the child-objects included)
Select the objects from (1) again and rotate them back by 90 ...
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 ...
Important step: First in the Dopesheet, Action Editor tab, before you do your animation you have to name it accordingly and hit little F icon there to add a Fake user otherwise the animation is not being saved when you close Blender.
-Then you select the mesh itself and the armature that you want to export. Go to Export option in File/Export/...