Hot answers tagged

64

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. ...


10

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 ...


6

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 ...


5

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 Unfortunately it is no longer maintained, but it can converts many file formats, up to FBX 2013 format.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 ...


4

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. ...


4

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


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

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 ...


3

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 ...


3

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 ...


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

Humm. If we take into account that alembic is a cache format, similar to a dmm or pc2, what should be done is to export the first frame as .obj, and then create a dmm / pc2 of that sequence. I do not know if it works well ... The fact is that alembic separates the different meshes, so you must make a "key shape" for each component, not as a cache. This you ...


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

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 ...


2

When working under the Animation tab, select all with A then when looking at the Action Editor, under Summary, you can see all bones that are being moved and or rotated for the selected action. Here you need to make sure all names and bones are valid (Ie. nothing with red lines under it when you click the arrow beside the bone name). One this is complete ...


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 ...


2

You really should open up the Graph Editor... I you select the arms, you should be able to uncheck all animations at first by clicking the upmost EYE icon Then select one (open the eye) of the rotation channels (you may have X Y Z Euler Rotation unlike in the image). Then keep your mouse cursor over the curve and press A to select all keys, then press G to ...


Only top voted, non community-wiki answers of a minimum length are eligible