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.
This table provides a brief overview of the simple tasks you'll perform in the Game Exporter. See also:
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
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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. |
Most of the options that display in the Game Exporter can change depending on the preset you select. By default, the Anim Default preset is set up for standard export of animation clips, and the Model Default preset is set up for standard export of static meshes.
For information on creating your own preset with additional or different FBX options, see Create a Game Exporter preset.
You can select Export Object Set if your scene contains a set with the objects you want to export, then select a specific set in your scene from the second drop-down list.
This section lets you define multiple clips of animation within the scene in order to export them either as separate files, or as separate takes in a single FBX file. You can create, name, set the start and end frames, and playback the clips in this area. See Export animation clips with Game Exporter.
Once you have a list of clips created, use the check boxes on the right to select which clips to export with the current operation.
Converts edge hardness/softness to Smoothing Groups for the exported geometry. When off, only explicit normals are exported with the file.
Saving multiple clips to a single file saves the clips as FBX takes within a single FBX file.
(Model tab.) Sets whether to export multiple meshes into one FBX file, or export each mesh or hierarchy separately, into multiple FBX files.
When on, zeroes out the transform coordinates, moving objects or hierarchies to the origin in the exported file.
Sets whether to export all nodes related to your selection.
You can turn this option off if you're using Bake Animation and don't want the whole rig included in the exported FBX file.
By default, the Up Axis is set to Y, as it is in Maya. 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.)
Select Binary or ASCII.
Select the FBX version to use for the exported file. To confirm you have the exact plug-in version, click the Advanced Settings icon to verify what's listed at the bottom of the FBX Options.
In the Advanced Settings window, turn on Edit Animation Clips Advanced Settings or Edit Model Advanced Settings to start making changes.
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.
A projected filename displays below the other Path settings to show you the complete name of the exported file(s).