Shade3D Help (Contents)

FBX Export

Select File > Export > FBX... to open the FBX Export Settings.
The file type, version, surface material and animation settings can all be specified for the exported file. In Shade3D for Unity, there are fewer options that mainly target Unity specific export.

FBX Export Settings

Format Tab
Coordinates Settings

Up Vector
Specifies the orientation (the up axis) of the coordinates in the exported file. Select either Y-Up or Z-Up. Select Y-Up if using the exported file in Shade3D or Autodesk Maya. Select Z-Up for use in Autodesk 3D Studio MAX and iClone (3DXchange). The orientation is determined automatically within the FBX file, so normally it is not necessary to change this setting.
Scale
Specifies the size ratio when exporting objects.
FBX Unit (Shade3D)
Select either mm (millimeters) or cm (centimeters--the FBX default units) for the FBX scene. If cm are used, the coordinate values will be stored at one-tenth (1/10) their original size. Select cm when exporting FBX files for Unity.
Export Format Settings
Version
Specifies the FBX file version. Select an appropriate version based on the destination application.
Password
Enter a password here to password-protect the FBX file (optional).
Password protection is only available when Binary is selected from the Type pop-up menu.
Encoding
Select either UTF-8 or ShiftJIS for the text encoding used for object names in the exported FBX file.
Select an encoding to match the destination application, since some applications will not accept a different encoding.
DAZ Studio Compatible
When selected, the FBX will be exported with bones and skin usable in DAZ Studio. 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)
  • The root bone must be placed at the 0, 0, 0 position. The transformation matrix must be a unit matrix.
  • "CharacterName" is an object name of your choice.
  • Place polygon meshes that are children of the root bone with ".Shape" after the object name. These polygon meshes can be placed anywhere as long as they are directly below the child elements of the root bone.
  • The bone structure (here, boneA-boneB-boneC) forms a hierarchy of the children of one bone.
  • When creating or setting bones in Shade 3D, turn off the Auto Align checkbox under Bone Axis Alignment in the Object Info Window.
Geometry Tab

Bake Mesh Subdivision
If selected, polygon mesh rounded corners are expressed as subdivisions of the polygon mesh. If unselected, rounded corners are ignored.
Export Smoothing Group Info
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.
Export Vertex Normals
Exports the vertex normal of each face. Exporting the normals results in larger file sizes, so deselect this option unless necessary.
As an example, let's create a polygon mesh box and cylinder in Shade3D and then export them to FBX format.

If Export Vertex Normals is unselected, object edges are rounded and smoothed.
Below you can see the exported objects viewed in QuickTime.

If Export Vertex Normals is selected, edges with normals will be shaded correctly when viewed in applications that can read the normal data, such as QuickTime.

Export Hard Edges
If a single vertex is shared by multiple faces and each normal has a different orientation, adds new vertices at the same positions and separates these from the shared vertex.
This is useful when smooth shading is not desirable for face borders in the case of tools that do not accept normals.
However, if the number of vertices per face increases the object structure will change.
Let's return to our above example using the polygon mesh box and cylinder.

As when exporting with the Export Vertex Normals option off, if exporting with the Export Hard Edges Checkbox deselected, then all edges will appear rounded and smooth shaded.
If this option is selected and Export Vertex Normals deselected, then edges will have normals that are shaded correctly.

Flip Face When Minus Scale (Shade3D)
If the transformation matrix of an exported part or joint contains a negative scale value, the polygon or curved surface face may need to be flipped.
When selected, if the accumulated scale value traced back to the root part is negative, the faces will be automatically flipped. Select this option when exporting FBX to Unity, QuickTime, 3ds Max, or Maya. Deselect this option when exporting to 3DXchange or iClone.
Export Vertex Color
Select None, Vertex Only, or Vertex with Face.
Material Tab

Embed Images in FBX File
When selected, images are embedded in the FBX file. When deselected, images are saved in PNG format to the same folder as the FBX file.
Password protection is only available when Binary is selected from the Type pop-up menu.
External Reference Image
If Keep External Reference is selected, texture images will use the external reference path, and no images will be generated.
If Duplicate Same File is selected, texture images will use copies of the images in the external reference path. (These are placed in the same folder as the exported FBX file.)
If the Embed Images in FBX File checkbox is selected, this option is disabled, and texture images will be included inside the FBX file.
Bake Texture Images (Shade3D)
If selected, the following mapping settings, if set, will be applied to the image: Invert Color, Rotate 90 Degrees, Horizontal Flip, Vertical Flip, and Repeat.
When unselected, Horizontal Flip, Vertical Flip, and Repeat, if set, are stored as scale data for the FBX material. The image itself is not baked.
If Invert Color or Rotate 90 Degrees are set, they are baked in the image.
This can save resources if the same image is mapped multiple times with different Repeat settings.
Combine Color and Intensity (Shade3D)
If selected, Shade3D combines the color and intensity values to generate new, combined color values for the FBX file. If deselected, the color and intensity are exported separately.
Depending on the destination application, the intensity value may not be used in the texture. In that case, select this option.
Animation Tab

Export
Specifies how to export the animation.
Key Frames: Only the key frames are exported.
Intervals: Key frames plus frames at the specified interval are exported.
Two Layers (Key Frames + Intervals): Key frames and frames at the specified interval are exported on separate tracks.
None: The animation is not exported.
Frame Interval
Specifies the interval used for exported frames. (Has no effect if only key frames are exported.)
IK (Shade3D Standard and Professional)
Specifies the handling of IK during export.
Choose whether to export IK settings by selecting either Apply or None. Select Bake to record key frames for joint movement based on IK information.
Misc. Settings (Shade3D)
Adjust Skin Weight Values (Classic Only)
Specifies the handling of Skin Window joint settings during export.
If selected, skin values are automatically converted and adjusted. If unselected, skin values are exported as-is. Normally it is better to select this option.
Export Objects (Shade3D)
Select which elements are exported using the checkboxes.

Shade3D for Unity Limitations

The following are the main differences between Shade3D for Unity and other versions of Shade3D:

FBX Export Specifications

Object Naming

Scene Units

The basic scene unit in Shade3D is millimeters (mm). Game development environments like Unity use centimeters as their scene unit. Please check the documentation of your game development environment for specifics.

Shade3D ver. 14 and later
If mm is selected as the FBX units, exported coordinates are stored in the FBX data without conversion.
If cm is selected as the FBX units, exported coordinates are multiplied by 0.1 (one-tenth) and then stored as cm in the FBX data.

Objects Converted during Export

All objects are exported either together as a single mesh or as multiple meshes.

Shade3D Object FBX Notes
Closed line All objects exported as single mesh, or as multiple meshes If the closed line object does not lie on a plane in Shade3D it is subdivided into triangles. The Object Info Hole checkbox is not supported
Revolved line The Closed checkbox and the Revolve Begin/End parameters in the Object Info Window are supported for revolved line objects in Shade3D.
Extruded line  
Disk  
Revolved disk The Closed checkbox and the Revolve Begin/End parameters in the Object Info Window are supported for revolved disks in Shade3D.
Extruded disk  
Sphere  
Curved surface  
Polygon mesh Round Edge is supported for polygon meshes.
Meta-mesh  
Link object  

Surface Attributes Support

The differences between Shade3D for Unity and Shade3D are as follows:

Function Shade3D for Unity Shade3D Notes
Diffuse (color, value) O O  
Specular 1 (color, value) O O  
Specular 1 Size O O Added in Shade3D 13.2
Reflection (color, value) O O  
Transparency (color, value) O O  
Ambient (color, value) O O  
Glow (color, value) O O  
Mapping: Diffuse O (single layer) O  
Mapping: Normal O (single layer) O  
Mapping: Bump x O  
Mapping: Mask x O  
Mapping: Transparency x O Added in Shade3D 13.2
Mapping: Reflection x O Added in Shade3D 13.2

Image Support

Referenced images used for surfaces with the following attributes will be replaced during export.

In Shade3D for Unity, and also when the Bake Texture Images option is unselected, the Horizontal Flip, Vertical Flip, and Repeat settings are passed to the image scale element in the FBX file without modifying the image itself.
When using only Horizontal Flip, Vertical Flip, or Repeat, the image file cannot be replaced, and the image will be exported with an index number appended to its file name.

In this case external reference images will also be exported in PNG format.


If the Bake Texture Images option is selected and mapping is set to repeat, the exported image size will change.
If the original image size is (width, height) and the number of repetitions is (repeat_x, repeat_y), then the exported image size will be (width * repeat_x, height * repeat_y), to a maximum width or height of 4096 pixels.
If Repeat is not set, the image width and height do not have this 4096 pixel limitation.

Joints Support

Shade3D Object FBX Notes
slider joint part  
scale joint  
uniscale joint  
path joint  
light joint  
rotator joint Skeleton  
ball joint Skeleton  
bone joint Skeleton  

Animation Support

Animation settings are exported. In some cases an animation will not export correctly if a negative value is entered for a Scale element in a joint's Transformation Matrix.

The Animation Stack exported from FBX contains a single timeline output.
However, if the export option "Two Layers (Key Frames + Intervals)" is selected, then two animation stacks will be exported.
The keyframes layer will have the FBX file name appended with "anim_keyframes", and the interval layer will be appended with "anim_intervals".

Skin Support

When exporting classic skin, it will be converted to Vertex Blending skin.
In this case, Vertex Blending skin weight uses the normalized flag for the conversion.
For bone joints that affect each vertex of the polygon mesh skin with normalized weight assigned, a process for correcting the sum of the weight values to be 1.0.
If you want to store the vertex weight values in the FBX skin vertex blending method, just simply store them in FBX format. As FBX skins and skins with a blend vertex in Shade3D are having the same specifications.
In this case, the normalized flag for vertex weight is not used in FBX.

Camera Support

Shade3D for Unity does not support camera export.

Shade3D supports meta-camera and camera object export. Camera animation is not supported.

Lighting Support

Shade3D for Unity does not support light export.

Shade3D supports the export of object lights (point lights, spotlights, directional lights) as well as distant lights. Area lights and linear lights are not supported. Distant lights are exported as directional lights with a remote origin.

IK Support

IK functionality added in Shade3D 13 is supported.
Select Apply from the IK pop-up menu to add IK information to the FBX file. Select Bake to record the IK movement as key frames, without exporting IK data to the FBX file.

Important Notes Regarding FBX Export

Important Notes Regarding Export for Unity

Unity's FBX import does not load all information stored in the FBX file.
Below are some notes regarding the information that can be passed to Unity 3.5 from an FBX file exported from Shade3D.

Information Passed to Unity

Information Not Passed to Unity

Notes & Precautions


Related Topics

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