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.
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?
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 ?
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.
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.
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()
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:
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.
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.
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)