
Objects in a group are automatically exported to the same file. For example _LOD* (* means numbering) for unity. Meshes with the given prefix/postfix will be exported to the same file. Mesh with the same name and the given prefix/postifx will be exported together (ex. Add prefix and/or postfix to the name of the objects before exporting. Scale the objects before exporting (to fix scale issues).Rotate the objects before exporting (to fix rotation problems).Move objects to the origin before exporting Delete the TurboSmooth modifier before exporting.

Apply the boxmethod to every object (reset transformation etc.). Group in file. Group all objects from the same file.Attach in file. Attach all objects from the same file together.Create a layer for every file and add the file contents to it. All options are saved.This means all checkboxes, text fields will remember your change.Supported formats : max, obj, fbx, 3ds, ase, dwf, dwg, dxf, dae. This is the perfect script to transfer your models from 3ds Max to ZBrush/Unity/UDK/…īasically it batch exports objects to multiple files. Using(FbxManager fbxManager = FbxManager.This is a handy script if you want to transfer your models from one 3d-package to another. Protected void ExportScene (string fileName) Currently a custom importer/exporter needs to be written in order to do so, as the FBX Exporter is Editor only. The FBX SDK bindings can be executed during gameplay allowing import and export at runtime.

ModelExporter.ExportObjects to export a single game object ModelExporter.ExportObject can be used instead of ModelExporter.ExportObjects(filePath, objects) String filePath = Path.Combine(Application.dataPath, "MyGame.fbx")

Public static void ExportGameObjects(Object objects) You can call the FBX Exporter from C# using methods found in the namespace, for example: using System.IO Note that default export settings are used for exporting the GameObjects to the FBX file. You can use the basic API by providing a single GameObject or a list of GameObjects. As a developer you have access to the FBX Exporter from C# scripting.
