FBX Import/Export
发布于:2024-09-04
Purpose:
To create FBX File
Operation Path:
File ▶ Import/Export ▶ Import/Export FBX File
Operation Instructions:
FBX Import | |||
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Basic | Load Type | Open | Open the file, which will overwrite the existing file. |
Add | Add the file into the current file without overwriting it. | ||
Object Type | Load as Avatar | Add the file into the software as an avatar. | |
Load as Accessory | Add the file into the software as an accessory. | ||
Load as Garment | Add the file into the software as a garment. | ||
Load as Prop | Add the file into the software as a prop. | ||
Trace as 2D Pattern from UV Map |
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Inherit Arrange Info | When checked, the arrangement information of the avatar already opened in the software will be inherited. | ||
Inherit Messure Line | When checked, the measurement lines of the avatar already opened in the software will be inherited. | ||
Inherit Avatar Asset | When checked, related assets of the avatar already opened in the software will be inherited. | ||
Swich to Current Skin | When checked, the skin material information of the avatar already opened in the software will be used. | ||
Default Location | When "Use Default Position" is checked, imported FBX models (such as characters, props, garment meshes, etc.) will be placed directly at the software’s preset standard position without retaining the export’s recorded coordinates or offsets. | ||
Animation | Frame Mode | Keep Time | FBX files usually contain frame rate information, and your clothing software project has its own current frame rate. If these differ, it involves animation frame "time remapping." Selecting this option keeps the real duration (in seconds) of the imported animation unchanged. The software will automatically adjust the number of frames to fit the current frame rate. |
Keep Frames | Selecting this option keeps the total number of frames of the imported animation unchanged. The software will not alter the number of keyframes but this may cause changes in animation playback speed. | ||
Scale | Zoom | You can scale the imported file within a range of [0, 100000]. | |
Axis Conversion | Options for X/Y/Z axes and reversing each axis. | The coordinate axes used by the model in the FBX file may differ from the coordinate system of your current clothing software. Axis conversion is used to correct directional differences on import, ensuring the model faces the correct direction and stands properly. | |
Skeleton Blend Axis | X/Y | Specifies which axis the mesh bound to the FBX skeleton uses for displacement/rotation deformation animation. | |
Translation | Units | Options include millimeters, centimeters, meters, inches, and feet. | |
X / Y / Z Axis | Distance moved along X, Y, and Z axes, ranging from [0, 9999]. |
FBX Export | |||
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Object | All Patterns | Export all patterns in the project. | |
All Assets | Export all materials in the project, including graphic, topstitches, puckerings, etc. | ||
All Props | Export all props used in the scene. | ||
All Avatars | Export all avatars used in the project. | ||
Thin/Thick | Thick (With Thickness): Thin (No Thickness): | ||
Export Selected Patterns Only | Only export the currently selected pattern pieces. Unselected pieces will be excluded. | ||
Exclude Hidden Patterns | Hidden patterns will not be exported. | ||
Exclude Hidden Assets | Hidden assets will not be exported. | ||
Exclude Hidden Avatars | Hidden avatars will not be exported. | ||
Exclude Hidden Props | Hidden props will not be exported. | ||
Export Independent Assets | Each garment or fabric piece will be exported with its own material slot instead of sharing a single material across all garments. | ||
Export Skeleton | Include skeletal data bound to the garment in the exported FBX file, such as hierarchy, skin weights, and animation keyframes. | ||
Option | Combine | Separate Meshs | Export each garment component or pattern piece as a separate mesh. Ideal for detailed editing, per-part material adjustments, and modular workflows. |
Combine All Meshs | Merge all garment parts into a single mesh. Useful for quick previews, optimization for games, or when only the whole model is needed. | ||
Combine by Fabrics and Trims | Merge meshes by fabric or trim type. Components with the same material are combined. Suitable for multi-material rendering projects. | ||
Automatically Rename Meshs | Automatically rename exported meshes with standardized naming conventions instead of using imported or user-defined names. | ||
UnifiedUv Coordinates | Normalize UV layouts of all exported meshes into a shared UV space to avoid overlaps and ensure consistent texture mapping. | ||
Scale | Zoom | Apply a scale factor to the exported model. Range: 0–100000. | |
Axis Conversion | X/Y/Z axis orientation and invert axes | Adjust X/Y/Z axis orientation and invert axes if needed. Ensures correct model orientation and standing pose when importing into different software platforms. | |
File | Merge thecolor and texture together | Merge base color and texture into a single map for export.
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Relative Texture ImageFile Path | Texture paths in the FBX file are saved relative to the FBX file location.
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Absolute TextureImage File Path | Texture paths in the FBX file are saved as full absolute paths (e.g.,
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Save with Textile Files(ZIP) | Export FBX and all related texture files into a single ZIP archive.
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Embeded Media | Embed texture files directly into the FBX file.
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