Objective
Import a file's Geometry, Material, Joint, and Camera Animation information in the FBX file format (ver2.2.0).
Location
Import FBX
Main Menu ▶ File ▶ Import ▶ FBX
Export FBX
Main Menu ▶ File ▶ Export ▶ FBX
Operation
Import FBX
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Follow the indicated guideline below:
Main Menu ▶ File ▶ Import ▶ FBX
→ The Open File window appears.
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Select the desired file and click OK.
→ The Import FBX window appears. -
Select the settings and click OK.
→ The FBX file is imported based on the setting.
Load Type
Open All existing objects will be removed, leaving the imported FBX file only. Add Add a FBX file, keeping the existing objects. Auto Create Fitting Suit
For humanoid avatars only, a Fitting Suit is automatically created in the import process. Object Type
Avatar Import a FBX file as an Avatar type.
- Objects imported as an Avatar type can be muti-selected.Trim Import a FBX file as a Trim type.
- The object will pass through the clothing while Simulation is on, as the Trim type cannot collide with clothing.
- Set the collide option for a Trim type on the Property Editor by toggling on the Collision check-box.- Select an trim object and toggle on the Glue icon on the gizmo to attach the object to clothing.
- Toggle on the Scale icon on the gizmo to scale the size of an object.Scene & Props Import FBX file in Scene & Props format.
- You can use the Collision menu in the property window.Object Camera Toggles whether the Camera data or Camera Animation data is imported Joint Animation Toggles whether the Joint Animation date is imported. Cache Animation (mc) Toggles whether the Cache Animation data is imported. Automatically Add Arrangement Points For humanoid avatars only, arrangement points are automatically generated in the import process. Scale Input the Specific Value or Choose Measure. Axis Conversion Modifying Object's Axis direction.(ver. 12.2) Translation Align Bottom to Ground When an object is placed below the ground, toggle on Align Bottom to Ground check-box to place the object imported above ground. Option Move Garment to Start Position Move the garment to the starting frame of the imported motion.
Export FBX
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Follow the indicated guideline below:
Main Menu ▶ File ▶ Export ▶ FBX
→ The Save File window appears.
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Designate the file saving path and file name, and then click OK.
→ The Export OBJ window appears. -
Select the settings as needed and click OK.
→ The file is exported as a FBX file based on the setting.
Object |
Select an Avatar (ver 6.1) Select the avatar to be exported. Select All Avatars (ver. 12.2) |
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Single Object Exports the selected object as a single object. |
Multiple Objects Exports the selected object as multiple objects. |
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Un-Weld Exports the Vertex (points of the mesh) of the parts of the pattern that are sewn together into one line into multiple objects. ※ Thickness exports for quad meshes available beginning version 2.3.0 (ver2.3.0). |
Weld
Combines the Vertex (points of the mesh) of the parts of the pattern that are sewn together into one line into one point. |
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Weld Selected Pattern: Weld based on the sewing line that connects the selected patterns (ver2.3.0). | |||||||
Thin Ensures that the thickness will not be exported even if the rendering thickness value is increased beforehand. ※ Note: * When an object is exported as a single object, its texture is exported as a whole even when its sides (front, back, and side) have different textures (ver5.0.0.) |
Thick Exports a pattern with its rendering thickness values in its increased state. ※ Note: * The thickness can be exported when Pattern Mesh is Quadrangular (ver2.3.0.) * Each side's texture is exported individually when an object's front, back, side have different textures (ver5.0.0.) |
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Combined UV Coordinates: Exports all Garment Pattern texture data fit to UV Coordinates ranging from 0 to 1. ※Note: Unified Texture (ver3.1.0).
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Animation | Joint Animation: Saves the animation data that was originally imported with the FBX file. | ||||||
Cache Animation (MC): Saves the cache data along with the recorded Garment Animation. | |||||||
Scale | Adjusts the scale of the file being exported when a value is entered or the desired unit from “Unit in file to import” is selected. | ||||||
Axis Conversion | Changes the directions of each axis of the object. | ||||||
Animation | Entire Area (saves all of the recorded garment animation.) | Play Area Only (saves only the play area garment animation.) | |||||
File | File Type: Select between Binary or Ascii file type.
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Relative Texture Image File Path: Saves the texture image name without a texture image file path. Texture images are saved in the same folder as the FBX file, for automatic import. | |||||||
Absolute Texture Image File Path: Saves the file path that contained the texture images as the texture file path. If the texture image file path is changed, texture images cannot be imported. | |||||||
Save With Texture Files (.zip): Exports the .obj file, .mtl file, and texture images used in the garment as one compressed file when exporting animation. |
※ Note: FBX SDK 2020 version is available. (ver MD10)
Only Joint that was imported as FBX to Marvelous Designer can be exported as FBX.
Import/Export FBX with multiple avatars
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