Export settings will pop-up every time you need to export your work. You can access it directly through Export FBX… part of the Main menu (or using shortcut “Ctrl+E”). Export File format is currently open to FBX only
Bake animations: If enabled, your FBX exported animations will be baked with 1 keyframe per frame.
Multi-FBX (one file per animation): If enabled, akeytsu will create one FBX per animation of the animbank, named like this : FileName_AnimName.fbx
Multi-FBX (one file per character): If enabled, akeytsu will create one FBX per character node of the tree, named like this : FileName_CharacterName.fbx. Please note that both Multi-FBX option can be combined
Export without animation: If enabled, Content will be exported without any animation. The character will remain in bind pose.
Export camera targets: If enabled, the camera target will be exported with its constraint. Since other DCC handles such constraint differently, you may not recover the exact same animation and level of constraint , leave this unchecked for best results
Export Character node (as dummy): If enabled, the Akeytsu's Character node will be exported in your FBX file.
Embed Media: If enabled, textures will be in the FBX file, and extracted as temporary files each time you open it. If disabled, a folder named [FBX file name]_FBX_Textures will be created next to the FBX file, containing the mesh textures (and needs to be moved with your FBX file).
Use ASCII format: If enabled, your FBX file will be ASCII and not binary, meaning it will be readable with a text editor.
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Prefer baked animations to guarantee accurate animations. |
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Known issue when importing baked FBX animations in Unity 3D:
Suggested solution:
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