New FBX Exporter in 2017.2

Hi everyone,

We would love to have your feedback on our new FBX Exporter. The Unity FBX Exporter package makes it smooth and easy to send geometry from Unity 2017.2 or later to any application that supports FBX and back again with minimal effort. We think this is going to be a super useful add on to your production flow.

The FBX Exporter package includes the following features:

● FBX Exporter: Exports geometry as FBX files.
● Convert To Linked Prefab Instance: Converts a GameObject hierarchy to a Linked Prefab: a Prefab configured for auto-updating that is linked to a FBX Model.
● FBX Prefab Component: to handle non-destructively merging changes back into your Prefab whenever the FBX Model changes on disk.
● Unity Integration for Maya & 3DsMax: All softwares using FXB are supported but we have simplified the workflow for Maya and 3DsMax to a single button clic! Import and export assets between Unity, Maya and 3DsMax with minimal effort.

See the video below for a quick introduction:

Documentation: https://oc.unity3d.com/index.php/s/ftB4UYNeD0WNoV3
You can download the package from the Asset Store: FBX Exporter | Essentials | Unity Asset Store

Please let us know what you think!

5 Likes

Hey there,

So I installed the plugin. However, I do not get any installed Maya versions displayed in the Settings. I have Maya LT 2018 installed. So then I tried to do it manually but no luck either. What am I missing here?

Thomas

3251660--250355--2017-10-12_10h51_49.jpg

Currently, we only support the regular version of Maya. We are working on adding supporting Maya LT.

1 Like

When can we expect LT to be supported? What time frame are we looking at?

2 Likes

I have exactly the same problem as Thomas plus a bunch of errors in the console everytime I interact with FBX Export Settings window like moving my mouse into and out of that window area or checking and unchecking options. The errors are below, and I’m using Maya 2018 and Unity 2017.2.0f3


Unexpected top level layout group! Missing GUILayout.EndScrollView/EndVertical/EndHorizontal?
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[System.String].RemoveAt (Int32 index) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:538)
FbxExporters.EditorTools.ExportSettings.GetMayaOptions ()
FbxExporters.EditorTools.ExportSettingsEditor.OnInspectorGUI ()
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[ ] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1240)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Hi there,
Is this going to be a Autodesk softwares only workflow or can we expect it to work with other softwares in future? I’m particularly interested in Blender.
Does any of the FBX exporter features work at runtime? or is this editor only ?

1 Like

We’re investigating the issue and we’ll let you know when we have a resolution.

The Unity FBX exporter package will work with Blender’s existing FBX import/export scripts. We’re looking giving you some Blender love but after we’ve done with Autodesk DCCs.

The FBX exporter features are available in editor only so, no runtime support.

Plus One for Maya LT support !

3 Likes

BTW. even without Maya LT support, can we still export mesh.asset into FBX file? So I can try load it manually from Maya LT? I need this feature so I can export procedurally generated Unity mesh into FBX file.

Yes, with the FBX Exporter Package you can Export Model as FBX from Unity.

The Maya integration adds the single click import & export to the Maya File menu. If you have Maya LT just use the native import FBX; for now :wink:

HI, im also having problems with the plugin. When I export from Maya 2018 I get this:

Error: RuntimeError: file line 2: TypeError: file C:\Program Files\Autodesk\Maya2018\bin\python27.zip\ntpath.py line 115: object of type ‘int’ has no len()

Can anyone help me out?

Can you get us a stack trace, please:

  • open the script editor (Windows | General Editors | Script Editor)
  • from the script editor’s menu bar, turn on stack trace (History | Show Stack Trace)

Now you should get a much longer error message. Please copy & paste all of it in this thread.

When I heard of this plugin I was excited to start using it. The plugin seems to work fine on my local machine but when sharing an FBX with at least 2 other computers via Perforce it gives us this error:

ImportFBX Errors:
Couldn’t import file D:/Perforce Projects/Shopkeeper/Unity/Assets/Art/Models/Furniture/Anvil/Anvil.fbx.
File is corrupted (or invalid)

These were generally the steps I took:
I have downloaded the FBX Exporter from the Asset Store and imported everything except the integrations folder. After importing I created a cube and exported the model to an FBX. I opened this FBX with Autodesk 3ds Max 2016. In 3ds Max I removed the cube and built a new model. This model I exported to Anvil.fbx and it shows up just fine. After some changes in the import settings I committed the model using Perforce. After committing the file gives the error above on my colleagues computer and my home computer. It’s worth noting that when transferring the file with a USB stick it works just fine on at least 1 computer.

I hope this plugin goes on to support more Autodesk software and continues to improve workflows and pipelines.

We are currently working on Unity Integration for 3Ds Max, Maya LT and Blender. Stay tuned these will be available soon!

1 Like

Hi, i get an error when the tangents of the original model are messed up or not there. Though the workaround is simple (set to calculate at import for instance), you might want to catch it.

IndexOutOfRangeException: Array index is out of range.
FbxExporters.Editor.ModelExporter+MeshInfo.get_Binormals ()
FbxExporters.Editor.ModelExporter.ExportComponentAttributes (FbxExporters.Editor.MeshInfo mesh, Unity.FbxSdk.FbxMesh fbxMesh, System.Int32[ ] unmergedTriangles)
FbxExporters.Editor.ModelExporter.ExportMesh (FbxExporters.Editor.MeshInfo meshInfo, Unity.FbxSdk.FbxNode fbxNode)
FbxExporters.Editor.ModelExporter.ExportMesh (UnityEngine.GameObject gameObject, Unity.FbxSdk.FbxNode fbxNode)
FbxExporters.Editor.ModelExporter.ExportInstance (UnityEngine.GameObject unityGo, Unity.FbxSdk.FbxNode fbxNode, Unity.FbxSdk.FbxScene fbxScene)
FbxExporters.Editor.ModelExporter.ExportComponents (UnityEngine.GameObject unityGo, Unity.FbxSdk.FbxScene fbxScene, Unity.FbxSdk.FbxNode fbxNodeParent, Int32 exportProgress, Int32 objectCount, Vector3 newCenter, TransformExportType exportType)
FbxExporters.Editor.ModelExporter.ExportAll (IEnumerable`1 unityExportSet)
FbxExporters.Editor.ModelExporter.ExportObjects (System.String filePath, UnityEngine.Object[ ] objects)
FbxExporters.Editor.ModelExporter.OnExport ()
FbxExporters.Editor.ModelExporter.OnContextItem (UnityEditor.MenuCommand command)
UnityEditor.GenericMenu:CatchMenu(Object, String[ ], Int32)

Hi Binary42,

We’ll take a look and get it fixed for the next update.

thanks for reporting.

Simon

Hi Tinovdk,

Can you share the corrupted Anvil.fbx file with us so we can take a look?

Simon

To follow up on Mark’s reply

I would guess there’s something missing from the plugin’s configuration, like it didn’t configure correctly. If you run this python script what do you get? (they should all be strings)

import maya.cmds
for a in  maya.cmds.optionVar(list=True):
    if 'Unity' in a:
        print a, type(a), maya.cmds.optionVar(q=a)

Simon

Sure.

Here it is: https://www.dropbox.com/s/6vpkz39q8wh5i0c/Anvil.fbx?dl=0

Hope you find the issue!