8/7/2023 0 Comments Maya fbx make file smaller![]() ![]() When you do this, the Blender FBX exporter will not perform unit conversions. To use it, set Blender's Unit System to None, but model objects like they are in centimeters. This option tries to make Blender work like Maya, which is important because you know Epic has optimized the Maya FBX pipeline more than anything. Option 1: Set Units to None/Fake Maya Mode The options below try to deal with some of the factor of 100 scaling issues that occur due to the mismatch between Blender operating in meters by default and FBX assuming centimeters. There are a few ways to export static meshes from Blender. For details, see FBX Static Mesh Pipeline. UE4 can import static meshes with collision geometry and sockets. Many of these FBX have been resolved by the glTF export format, which, while superior for the cases where it does work, does not implement everything the UE4 FBX importer does (animations, collisions, and sockets). There is a lot of room for divergence between various importers and exporters. FBX allows exporters to define many properties, like the coordinate system, which makes it more complicated to implement an importer correctly. Because of this, Blender implements it's own reverse engineered version of the FBX SDK, and it has bugs. For example, animations are sometimes scaled down by 0.01 and SOCKET_ empties scaled up by 100.įBX does not have a public specification, only an SDK developed by Audodesk. This leads to issues where the scale of objects is off by a factor of 100. Maya, FBX, and UE4 all use centimeters for their unit. The most supported FBX pipeline is Maya->FBX->UE4. FBX files can be used to exchange data both ways: from Blender to UE4 and from UE4 to Blender. The UE4 FBX pipeline in general is covered by Epic's documentation in FBX Content Pipeline. ![]() This document discusses Blender specific FBX pipeline issues. FBX files can be used to exchange data both. Blender FBX Pipeline This document discusses Blender specific FBX pipeline issues. To view the current version of this page, click here. ![]() You are viewing a specific page revision. ![]()
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