I know how to export obj, i have done that, but how to export fbx ??
If you know, please help me on this
Thanks in advance for your time.
I know how to export obj, i have done that, but how to export fbx ??
If you know, please help me on this
Thanks in advance for your time.
bump
You can make a prefab of that FBX and attach that prefab to the the required script on that GameObject from the Editorā¦
Itās doable, but I expect that itād be a fair bit of work. Looking up the FBX SDK is probably a good start.
thanks a lot, where can i find the fbx sdk for export ?
That page contains all references to official FBX sources.
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=11854562 ā That probably is the most interesting link on the page mentioned before (Download free* FBX Extensions SDK)
Though i dare bet it will be quite hard to actually do it.
I guess could just try running some external converter.exe/.bat, which would convert the obj to fbx.
external convertor is ok, but how do i join animation in this case ? I want to export animations joined to it aswell.
What to do think is the easiest and the best way for me ??
The easiest way is to contact someone who has done it already.
There must be a reason why there are no unity related products or successful topics on it.
If I were contracted to script a .fbx exporter, and had no good leads to go on besides the sdk, I would contact the devs at FragMotion who just implemented .fbx export with their modeling program, or contact the cats at Ultimate Unwrap that also have a good .fbx converter/exporter. As a frequent user of Fragmotion I noticed that they are having quite a battle getting all .fbx data / animations to export properly, and like someone said above it must be very hard to do because nine out of ten middle end programs do not export all the needed data for .fbx.
What are you actually trying to achieve? I suspect that it will be a pretty significant task (possibly measured in weeks rather than days).
Basically you can do this by checking on FBX file structure, could be some nice open source examples in blender.
And then you have everything you need accessible in Unity to do export, vertex positions, textures, camera position so you can do that too etc.
But like angrypenguin wrote it needs quite a bit coding because you need to write exporter for mesh then something like cache exporter for animations and then camera if thatās what you need also and materialsā¦ but itās very doable.
Youāre sure that there are no small or big reasons that no one has created a product/plugin for exporting .fbx from Unity. I bet there has to be a reason why someone hasnāt tried over the last six years to publish one.
Iām not doubting your knowledge, for all I know you may be the next code god around here. Like I said itās fishy that we donāt have 10 .fbx exporter versions in the Unity asset store by now, because if it were as easy as you make it sound everybody would have a product for something so popular. I know I would even with my limited skills lol.
To be honest Iām having trouble seeing situations where youād want to and there werenāt other means to achieve the same ends.
I donāt think itās fishy that it hasnāt already be done, because if I were to do something that had to result in new models being exported then a game engine probably wouldnāt be my first port of call as a tool to generate the content with.
From memory, FBX is wrapped Collada with a bunch of extensions. Depending on how much of the feature set you needed to support, it could indeed be āvery doableā.
someone tell me why you would ever want to export an fbx out of unity at runtimeā¦? Whats wrong with the fbx file you used to compile the project ?
Iād hazard a guess that this is for stuff that gets created within the runtime. Eg: user created levels or customised avatars.
@jessica: Whatās the end goal here?
I agree with you angrypenguin, perhaps she wants to do something like export things created from editor scripts(eg) Terrains, or something created with a plugin like (canāt remember the name) that one in the asset store where you can create your own models in edit mode. I think its called game draw or unity draw - lol - something like that. Iāve also read about several people using the .obj exporter for things like custom weapons ect.
Like I said I agree with you a game engine may not be the best place to create something like that and I donāt know the limitations of non game related software when it comes to Unity, but it seems powerful enough to create 3d modeling programs on some level.
I did not say it is easy, just doable if something is doable it for sure does not have to be easy.
One of the big reasons there are not 10 plugins like this because you really rarely want to export 3D model from your 3D engine at runtime. You usually already have it as FBX, OBJ or whatever format and for the purpose of the game i think that is not feature commonly found in games perhaps something for professional simulations comes to mind.
And Iām sure if it is widely needed there would be already coded plugin for example point cache animation plugin from Megafiers is already reading mesh data and manipulating it so it has a lot in common with potential FBX exporter because it access and manipulates most of the data you would need to make export to FBX (vertex positions, normals, uvā¦).
I Yeah I understood you - lol. Iām just stirring the pot a little to get to the bottom of this. I have no desire to create one. Iām interested though about the topic, and since its not my own Iām not trying to hijack it lol. Getting to the nitty gritty of the topic from different angles sometimes helps the Op get a definite answer. I certainly wasnāt trying to doubt anyone or spend this much space trying to Invoke an answer.
I do know I want to work on Jessicaās team lol, as they ask the most technical questions around here sometimes.
Since no one replied with āhere is the exact code to do precisely what you wantā the chances of her replying again are slimā¦
Anyone still interested in runtime FBX export? I am about to start the process.