![autodesk fbx exporter blender autodesk fbx exporter blender](https://i.stack.imgur.com/jg0Di.png)
If I reexport a model, it will turn upside down in Unity if I add a new bone. This might just be with the ascii exporter.Ħ. The materials sometimes come out garbled (not how they appear in Blender), so I have to rebind them on export. What could be useful, though, is if Cheetah maybe afford additional FBX versions to export to since the Autodesk 2013 versions seem to work with Blender.
![autodesk fbx exporter blender autodesk fbx exporter blender](https://i.stack.imgur.com/MVuHB.png)
When I was Googling the problem I found a bunch of posts with Blender users having an issue with FBX import. I removed the old animations and added new ones in the exact same way. I dont think its Cheetah I think the issue is in fact Blender. With the binary exporter, I had a few small animations on a model and they weren't exporting into Unity. The problem is not present in the 7.4 Binary exporter.Ĥ. So you'll get different export results if you order your animations differently. The 6.1 Ascii exporter has this weird thing where it doesn't export each animation with respect to the default pose. With regards to the importer, I can't properly load a rig exported from max for one of my models. Though Blender did recently release a binary exporter.Ģ.
![autodesk fbx exporter blender autodesk fbx exporter blender](https://d1231c29xbpffx.cloudfront.net/store/product/156879/image/large-3730243364255696eaf1e93ce90c15e8.jpg)
For a long time, Blender had only a Ascii exporter, but a binary importer. Perhaps Unity should do something similar along those lines, maybe even making a new data format.Ĭlick to expand.Issues I've personally run into so far:ġ. Interestingly, Epic recently threw 10k at the Blender guys so they could write a better FBX exporter. Collada might be viable, but it was criticized as being "too flexible". Unfortunately, there don't seem to be a lot of viable open source formats. It gets worse because Autodesk changes the format at will, and the Blender guys have to follow in their wake. They have to spend a lot of tedious work reverse engineering this unknown format. But it was developed privately by AutoDesk, and they aren't so keen on giving up its internal details.Īpparently, anyone over at Blender who gets assigned to work on the FBX exporter just ends up getting really depressed. From what I understand, FBX has become more-or-less the industry standard. I ran into this thread on the Blender forums, which talks about how viable FBX is as a data format. Unfortunately, I've found the export process into Unity to be about as stable as a house of cards.