Shade3D Help (Contents)

More Formats Supported for FBX Converter

Vertex color import and export, OpenSubdiv edge sharpness, and FBX export for DAZ Studio are now supported.

Basic Standard Professional
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Differences from Previous Versions of Shade

FBX Importer

Edge Sharpness values per OpenSubdiv edge are now supported for FBX import. Values are imported automatically.

The Import Vertex Color checkbox has been added. When selected, vertex color information is imported.

The Auto Convert Alpha Image into Transparency checkbox has been added. When selected, alpha transparency is automatically applied to mapping.

FBX Exporter

Edge Sharpness values per OpenSubdiv edge are now supported for FBX export. Values are exported automatically.

On the Geometry tab, the Export Smoothing Group Info checkbox has been added. When selected, the Threshold Angle of polygon meshes is exported as Smoothing information for each edge. This is important when exporting to software that supports FBX with Smoothing Group information.

The Export Vertex Color pop-up menu has been added to the Geometry tab. Select None, Vertex Only, or Vertex with Face.

The DAZ Studio Compatible checkbox has been added. When selected, the FBX will be exported with bones and skin usable in DAZ Studio.

Caution The scene must follow DAZ Studio's rules for hierachical structure.

Scene Hierarchy Rules
 CharacterName (Bone)
  CharacterName.Shape (Polygon Mesh)
  boneA (Bone)
   boneB (Bone)
    boneC (Bone)

Specification Changes

No longer limited to a single end texture for diffuse color and normals, FBX import and export now supports multiple textures of the surface attributes mapping layer.

The default file format is now set to FBX 2012.

To avoid encoding problems in Maya, when exporting to FBX object names now use an underscore character instead of a hyphen.

In order to work with FBX viewers that do not support Layered Texture, such as Autodesk FBX Review, Layered Texture is not exported when diffuse and specular patterns in the surface attributes mapping layer have only one texture each.

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