

One other issue that I have with FBX is that it's intended to be a full interchange format between modelling programs.

I worked around this for a while by using a modified FBX exporter script for Blender as well as a custom version of Unity's Unity-BlenderToFBX.py file and even wrote a simple C# script to handle updating the files each time Unity or Blender was updated. This conversion process also does a fairly terrible job of handling the coordinate system differences between Blender and Unity which you may have noticed before (models likely have a non-zero default rotation applied). FBX file format instead of the binary version which has had more support in Blender. One of the issues with this is that the script uses the ASCII (text) version of the. It does this by running Blender with a Python script that calls the FBX exporter (found in Unity\Editor\Data\Tools\Unity-BlenderToFBX.py) for each. Sadly, this resulted in the FBX exporter having a few annoying bugs that I've had to fix in the past.Īnnoyingly, Unity uses Blender's FBX exporter to "import". Because of the licenses involved with the SDK, the Blender Foundation was forced to basically reverse engineer the file format in order to provide an importer and exporter for Blender. Well for starters, the FBX (Filmbox) file format is proprietary (owned by Autodesk) and generally requires the use of Autodesk's C++ SDK to read and write FBX files. It actually turned out to be less work than I thought it would be, and being able to extend the importer with additional custom properties has been very useful! What's Wrong with FBX? blend) files, so after doing a bit of research, I decided to write a custom importer for glTF files. Let’s look at these two use cases in greater detail.I've never really liked Unity's handling of Blender (. Note that animation export is not supported on versions older than Unity 2018.2.Īs you may know, our FBX Exporter addresses two common game-dev use cases: 1) white-boxing (or grey-boxing) a level in the Unity Editor, then switching to Maya or 3ds Max to complete the level with production-ready assets and 2) recording gameplay in the Unity Editor, exporting animation to Maya for an animator to polish, then returning to Unity to add the animation to a Timeline track. For older Unity versions, the FBX Exporter is also available on the Asset Store. The FBX Exporter is now available from the Package Manager, if you're using Unity 2018.2 or newer (you’ll need to enable “Show preview packages” from the Advanced drop-down). On the heels of today’s announcement of our deeper collaboration with Autodesk, we want to share some exciting details of how we’re building significant interoperability between Unity and multiple Autodesk tools such as Shotgun Software, Revit and VRED. Last year, we unveiled the Unity FBX Exporter, giving creators the ability to round-trip scenes between Autodesk 3ds Max or Autodesk Maya and Unity.
