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The Game Exporter provides a streamlined FBX export workflow for sending models and animation clips to your game engine. Each tab exposes a minimal set of FBX options, letting you export assets without needing to understand or change too many settings. The exposed options in each tab are saved as a preset that you can reuse when exporting from other scenes.
Any FBX options that are not displayed in the Game Exporter use the default FBX value. To change these settings, click to open the Advanced Settings.
Most of the options that display in the Game Exporter can change depending on the preset you select. By default, the Animation Clips tab displays the Anim Default preset (for standard export of animation clips), and the Model tab displays the Model Default preset (for standard export of static meshes).
The rest of this topic describes options that are common to both tabs.
To... | Do this |
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Switch between sets of export options. |
Open the first drop-down menu and select the Anim Default preset, the Model Default preset, or any custom preset you have added. The rest of the options in the window update dynamically. |
Create a new preset. |
Click . See also Create a Game Exporter preset. |
Save the current preset settings to disk. | Click . Note: The settings for the current FBX export are automatically saved in the scene as you change them, and they are available again when you reopen the scene. This icon lets you save settings as a separate file, so you can load the same preset in other scenes.
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Load a saved preset from disk. | Click , then navigate to select the saved preset file. |
Edit the settings from the default preset. | Click to open the Advanced Settings. |
You can select Export Object Set if your scene contains a set with the objects you want to export. When Export Object Set is selected, you can select from the sets in your scene from the second drop-down list.
By default, the Up Axis is set to Y, as it is in Maya LT. You can export your scene to a Z-up axis if the destination application does not support the Y-up world axis and cannot convert the Y-up world axis of your scene.
Turning on Embed Media includes (embeds) the associated media (textures, for example) within the FBX file. This helps to prevent problems like textures that seem to disappear if you move or delete any texture from the relative and absolute paths of the associated media files location. (This can happen when you give an FBX file to someone using a different computer who does not have that texture in that directory on the same computer drive.)
If you have FBX Review installed on your machine, use this option to launch the exported file directly in FBX Review. See also Preview files with FBX Review.
If you are exporting animation as multiple clip files, this name is appended to the start of each clip file name. If you leave Filename blank, no prefix is appended.
In the Advanced Settings window, turn on Edit Animation Clips Advanced Settings or Edit Model Advanced Settings to start making changes.