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  <div class="section" id="fbx">
<h1>FBX<a class="headerlink" href="#fbx" title="Permalink to this headline"></a></h1>
<div class="refbox admonition">
<p class="first admonition-title">Reference</p>
<table class="last docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
</tr>
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">File ‣ Import/Export ‣ FBX (.fbx)</span></td>
</tr>
</tbody>
</table>
</div>
<div class="section" id="usage">
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline"></a></h2>
<p>This format is mainly use for interchanging character animations between applications
and is supported by applications such as Cinema4D, Maya, Autodesk 3ds Max, Wings3D and
engines such as Unity3D, Unreal Engine 3/UDK and Unreal Engine 4.</p>
<p>The exporter can bake mesh modifiers and animation into the FBX so the final result looks the same as in Blender.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<ul class="last simple">
<li>Bones would need to get a correction to their orientation
(FBX bones seems to be -X aligned, Blender’s are Y aligned),
this does not affect skinning or animation, but imported bones in other applications will look wrong.</li>
<li>Animations (FBX AnimStacks, Blender actions) <strong>are not linked</strong> to their object,
because there is no real way to know which stack to use as ‘active’ action for a given object, mesh or bone.
This may be enhanced to be smarter in the future, but it’s not really considered urgent,
so for now you’ll have to link actions to objects manually.</li>
<li>Armature instances <strong>are not supported</strong>.</li>
</ul>
</div>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<ul class="last simple">
<li>Bones’ orientation importing is complex, you may have to play a bit with
related settings until you get the expected results.</li>
<li>Animation support is minimal currently, we read all curves as if they were ‘baked’ ones
(i.e. a set of close keyframes with linear interpolation).</li>
<li>Imported actions are linked to their related object, bone or shape key, on a ‘first one wins’ basis.
If you export a set of them for a single object you’ll have to reassign them yourself.</li>
</ul>
</div>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p>Saving Just Animations</p>
<p class="last">The FBX file format supports files that only contain takes.
It is up to you to keep track of which animation belongs to which model.
The animation that will be exported is the currently selected action within the Action editor.
To reduce the file size, turn off the exporting of any parts you do not want and disable <em>All Actions</em>.
For armature animations typically you just leave the armature enabled which is necessary for
that type of animation. Reducing what is output makes the export and future import much faster.
Normally each action will have its own name but the current or
only take can be forced to be named “Default Take”. Typically, this option can remain off.</p>
</div>
</div>
<div class="section" id="properties">
<h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline"></a></h2>
<div class="section" id="import">
<h3>Import<a class="headerlink" href="#import" title="Permalink to this headline"></a></h3>
<div class="section" id="main">
<h4>Main<a class="headerlink" href="#main" title="Permalink to this headline"></a></h4>
<dl class="docutils">
<dt>Manual Orientation</dt>
<dd>TODO.</dd>
<dt>Forward / Up Axis</dt>
<dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversion for these settings,
Forward and Up axes – By mapping these to different axes you can convert rotations
between applications default up and forward axes.</p>
<p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
</dd>
<dt>Apply Transform</dt>
<dd>TODO.</dd>
<dt>Import Normals</dt>
<dd>TODO.</dd>
<dt>Import Animation</dt>
<dd><p class="first">TODO.</p>
<dl class="last docutils">
<dt>Animation Offset</dt>
<dd>TODO.</dd>
</dl>
</dd>
<dt>Import User Properties</dt>
<dd>TODO.</dd>
<dt>Import Enums As Strings</dt>
<dd>TODO.</dd>
<dt>Image Search</dt>
<dd>TODO.</dd>
<dt>Decal Offset</dt>
<dd>TODO.</dd>
<dt>Use Pre/Post Rotation</dt>
<dd>TODO.</dd>
</dl>
</div>
<div class="section" id="armatures">
<h4>Armatures<a class="headerlink" href="#armatures" title="Permalink to this headline"></a></h4>
<dl class="docutils">
<dt>Ignore Leaf Bones</dt>
<dd>TODO.</dd>
<dt>Force Connect Children</dt>
<dd>TODO.</dd>
<dt>Automatic Bone Orientation</dt>
<dd>TODO.</dd>
<dt>Primary/Secondary Bone Axis</dt>
<dd>TODO.</dd>
</dl>
</div>
</div>
<div class="section" id="export">
<h3>Export<a class="headerlink" href="#export" title="Permalink to this headline"></a></h3>
<div class="section" id="id1">
<h4>Main<a class="headerlink" href="#id1" title="Permalink to this headline"></a></h4>
<dl class="docutils">
<dt>Selected Objects</dt>
<dd>Only export the selected objects. Otherwise export all objects in the scene.
Note, this does not apply when batch exporting.</dd>
<dt>Scale</dt>
<dd>Scale the exported data by this value. 10 is the default
because this fits best with the scale most applications import FBX to.</dd>
<dt>Apply Scale</dt>
<dd>TODO.</dd>
<dt>Apply Scalings</dt>
<dd>TODO.</dd>
<dt>Forward / Up Axis</dt>
<dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversions for Forward and
Up axes – By mapping these to different axes you can convert rotations between applications
default up and forward axes.</p>
<p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
</dd>
<dt>Empty/Camera/Light/Armature/Mesh/Other</dt>
<dd>Enable/Disable exporting of respective object types.</dd>
<dt>Apply Transform</dt>
<dd>TODO.</dd>
<dt>Custom Properties</dt>
<dd>TODO.</dd>
<dt>Path Mode</dt>
<dd><p class="first">When referencing paths in exported files you may want some control as to the method used since absolute paths
may only be correct on your own system. Relative paths, on the other hand, are more portable
but mean that you have to keep your files grouped when moving about on your local file system.
In some cases, the path doesn’t matter since the target application will search
a set of predefined paths anyway so you have the option to strip the path too.</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field-odd field"><th class="field-name">Auto:</th><td class="field-body">Uses relative paths for files which are in a subdirectory of the exported location,
absolute for any directories outside that.</td>
</tr>
<tr class="field-even field"><th class="field-name">Absolute:</th><td class="field-body">Uses full paths.</td>
</tr>
<tr class="field-odd field"><th class="field-name">Relative:</th><td class="field-body">Uses relative paths in every case (except when on a different drive on windows).</td>
</tr>
<tr class="field-even field"><th class="field-name">Match:</th><td class="field-body">Uses relative / absolute paths based on the paths used in Blender.</td>
</tr>
<tr class="field-odd field"><th class="field-name">Strip Path:</th><td class="field-body">Only write the filename and omit the path component.</td>
</tr>
<tr class="field-even field"><th class="field-name">Copy:</th><td class="field-body">Copy the file on exporting and reference it with a relative path.</td>
</tr>
</tbody>
</table>
<dl class="last docutils">
<dt>Embed Textures</dt>
<dd>TODO.</dd>
</dl>
</dd>
<dt>Batch Mode</dt>
<dd><p class="first">When enabled, export each group or scene to a file.</p>
<dl class="last docutils">
<dt>Group/Scene</dt>
<dd>Choose whether to batch export groups or scenes to files.
Note, when Group/Scene is enabled, you cannot use the animation option <em>Current Action</em>
since it uses scene data and groups are not attached to any scenes.
Also note, when Group/Scene is enabled you must include the armature objects
in the group for animated actions to work.</dd>
<dt>Own Dir</dt>
<dd>When enabled, each file is exported into its own directory,
this is useful when using the <em>Copy Images</em> option. So each directory contains
one model with all the images it uses. Note, this requires a full Python installation.
If you do not have a full Python installation, this button will not be shown.</dd>
</dl>
</dd>
</dl>
</div>
<div class="section" id="geometries">
<h4>Geometries<a class="headerlink" href="#geometries" title="Permalink to this headline"></a></h4>
<dl class="docutils">
<dt>Apply Modifiers</dt>
<dd>When enabled, the mesh will be from the output of the modifiers applied to the mesh.</dd>
<dt>Use Modifiers Render Setting</dt>
<dd>TODO.</dd>
<dt>Smoothing</dt>
<dd>TODO.</dd>
<dt>Loose Edges</dt>
<dd>TODO.</dd>
<dt>Tangent Space</dt>
<dd>TODO.</dd>
</dl>
</div>
<div class="section" id="id2">
<h4>Armatures<a class="headerlink" href="#id2" title="Permalink to this headline"></a></h4>
<dl class="docutils">
<dt>Only Deform Bones</dt>
<dd>TODO.</dd>
<dt>Add Leaf Bones</dt>
<dd>TODO.</dd>
<dt>Primary/Secondary Bone Axis</dt>
<dd>TODO.</dd>
<dt>Armature FBXNode Type</dt>
<dd>TODO.</dd>
</dl>
</div>
<div class="section" id="animation">
<h4>Animation<a class="headerlink" href="#animation" title="Permalink to this headline"></a></h4>
<dl class="docutils">
<dt>Baked Animation</dt>
<dd>TODO.</dd>
<dt>Key All Bones</dt>
<dd>TODO.</dd>
<dt>NLA Strips</dt>
<dd>TODO.</dd>
<dt>All Actions</dt>
<dd>Export all actions compatible with the selected armatures
start/end times which are derived from the keyframe range of each action.
When disabled only the currently assigned action is exported.</dd>
<dt>Force Start/End Keying</dt>
<dd>TODO.</dd>
<dt>Sampling Rate</dt>
<dd>TODO.</dd>
<dt>Simplify</dt>
<dd>TODO.</dd>
</dl>
</div>
</div>
</div>
<div class="section" id="compatibility">
<h2>Compatibility<a class="headerlink" href="#compatibility" title="Permalink to this headline"></a></h2>
<div class="section" id="id3">
<h3>Import<a class="headerlink" href="#id3" title="Permalink to this headline"></a></h3>
<p>Note that the importer is a new addition and lacks many features the exporter supports.</p>
<ul class="simple">
<li>binary FBX files only.</li>
<li>Version 7.1 or newer.</li>
</ul>
<div class="section" id="missing">
<h4>Missing<a class="headerlink" href="#missing" title="Permalink to this headline"></a></h4>
<ul class="simple">
<li>Mesh: shape keys.</li>
</ul>
</div>
</div>
<div class="section" id="id4">
<h3>Export<a class="headerlink" href="#id4" title="Permalink to this headline"></a></h3>
<p>NURBS surfaces, text3D and metaballs are converted to meshes at export time.</p>
<div class="section" id="id5">
<h4>Missing<a class="headerlink" href="#id5" title="Permalink to this headline"></a></h4>
<p>Some of the following features are missing because they
are not supported by the FBX format, others may be added later.</p>
<ul class="simple">
<li>Object instancing – exported objects do not share data,
instanced objects will each be written with their own data.</li>
<li>Material textures</li>
<li>Vertex shape keys – FBX supports them but this exporter does not write them yet.</li>
<li>Animated fluid simulation – FBX does not support this kind of animation.
You can however use the OBJ exporter to write a sequence of files.</li>
<li>Constraints – The result of using constraints is exported as a keyframe animation
however the constraints themselves are not saved in the FBX.</li>
<li>Instanced objects – At the moment instanced objects are only written in static scenes (when animation is disabled).</li>
</ul>
</div>
</div>
</div>
</div>


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