The following MEL commands are used to emulate export options in the FBX export user interface.
- FBXExport
-
FBXExport -f [filename] [-s];
Exports the specified file.
Add the -s flag if you want to change the export process so it exports the selected objects instead of an “export all” operation.
For example:
FBXExport -f myfile.fbx -s
- FBXExportAnimationOnly
-
FBXExportAnimationOnly -v [true|false];
FBXExportAnimationOnly -q;
Use this script to export only animation. See Animation in theFBX Export Options for more information.
- FBXExportApplyConstantKeyReducer
-
FBXExportApplyConstantKeyReducer -v [true|false];
FBXExportApplyConstantKeyReducer-q;
This is the script equivalent of the Constant Key Reducer in the FBX Export Options.
- True
- Filters FBX animation FCurves through a Constant Key Reducer. This eliminates constant keys on a FCurve and helps to reduce the size of resampled FCurves, especially Scale.
- False
- Setting this command to False ensures that the animation data is not filtered.
- FBXExportAxisConversionMethod
-
FBXExportAxisConversionMethod [none|convertAnimation|addFbxRoot];
FBXExportAxisConversionMethod -q;
This command lets you set an export conversion method. See Axis conversion in the FBX Export Options for more information.
- None
- No conversion takes place and the exported data is unaffected.
- Convert animation
- Recalculates all animation FCurves so their values reflect the new World system.
- Add FBX_Root node
- Adds a transformation node to the top of the scene to contain the transformations needed to transport the data into the new World system. This option facilitates backward compatibility as it generates the FBX file the same way as earlier releases of the plug-in.
Note: If the plug-in does not detect a need for the conversion, no Fbx_Root node is added.
- FBXExportBakeComplexAnimation
-
FBXExportBakeComplexAnimation -v [true|false];
FBXExportBakeComplexAnimation -q;
This command is the script equivalent of the Bake animation option. See Bake Animation in the FBX Export Options.
- FBXExportBakeComplexEnd
-
FBXExportBakeComplexEnd -v [int];
FBXExportBakeComplexEnd -q;
This command is the script equivalent of the End field in the Bake animation option. The passed value is an integer number. See Bake Animation in the FBX Export Options for more information.
- FBXExportBakeComplexStart
-
FBXExportBakeComplexStart -v [int];
FBXExportBakeComplexStart -q;
This command is the script equivalent of the Start field in the Bake animation option. The passed value is an integer number. See Bake Animation in the FBX Export Options for more information.
- FBXExportBakeComplexStep
-
FBXExportBakeComplexStep -v [int];
FBXExportBakeComplexStep -q;
This command is the script equivalent of the Step field in the Bake animation option. The passed value is an integer number. See Bake Animation in the FBX Export Options for more information.
- FBXExportBakeResampleAnimation
-
FBXExportBakeResampleAll -v [true|false];
FBXExportBakeResampleAnimation - q;
This command is the script version of the Resample Animation option in the FBX Exporter. See Resample All in the FBX Export Options for more information.
- FBXExportCacheFile
-
FBXExportCacheFile -v [true|false];
FBXExportCacheFile -q;
This command is the script version of the Geometry Cache file(s) option in the FBX Exporter. See Geometry Cache File(s) in the FBX Export Options for more information.
Note: You must apply the set to the Objects Transform node and not the Shape node. - FBXExportCameras
-
FBXExportCameras -v [true|false];
FBXExportCameras -q;
Use this function to either include or exclude cameras in your FBX export. See Cameras in the FBX Export options section for more information.
- FBXExportColladaFrameRate
-
FBXExportColladaFrameRate [float];
FBXExportColladaFrameRate -q;
This function is the script equivalent of the Collada option. See Collada in the FBX Export options section for more information.
- FBXExportColladaSingleMatrix
-
FBXExportColladaSingleMatrix [true|false];
FBXExportColladaSingleMatrix -q;
This command is the script equivalent of the Collada Single matrix option in the FBX Export options section for more information..
- FBXExportColladaTriangulate
-
FBXExportColladaTriangulate [true|false];
FBXExportColladaTriangulate - q;
This command is the script equivalent of the Collada Triangulate option in the FBX Export options section for more information..
- FBXExportConstraints
-
FBXExportConstraints -v [true|false];
FBXExportConstraints -q;
Causes all the constraints defined in the Maya scene to be either included or excluded from the exported FBX file. See Constraints in the FBX Export options section for more information.
- FBXExportConvertUnitString
-
FBXExportConvertUnitString [mm|dm|cm|m|km|In|ft|yd|mi];
This command returns the Scale Factor required to convert one centimeter to the specified unit and is the script version of the File Units Converted To menu in the FBX Exporter and Importer windows. See Scene units converted to in the FBX Export Options for more information.
- FBXExportDxfTriangulate
-
FBXExportDxfTriangulate [true|false];
FBXExportDxfTriangulate -q;
Note: This command is for the Macintosh and Linux platforms only. - FBXExportDxfDeformation
-
FBXExportDxfDeformation [true|false];
FBXExportDxfDeformation - q;
Note: This command is for the Macintosh and Linux platforms only. - FBXExportEmbeddedTextures
-
FBXExportEmbeddedTextures -v [true|false];
FBXExportEmbeddedTextures -q;
- True
- Saves all textures in the FBX file. This command performs the same action as the Embed Media option in the FBX Exporter window. See Embed Media in the FBX Export options for more information.
- FBXExportFileVersion
-
FBXExportFileVersion -v [version];
Where [version] is the one of the supported FBX versions.Note: Change this option only when you want to import your file using an older plug-in version; where the source plug-in version and destination plug-in version do not match.See FBX Version in the FBX Export Options for more information.
- FBXExportGenerateLog
-
FBXExportGenerateLog -v [true|false];
FBXExportGenerateLog -q;
Use this command to generate a log file on export. See Generate log data in the FBX Export Options for more information.
- FBXExportHardEdges
-
FBXExportHardEdges -v [true|false];
FBXExportHardEdges -q;
Duplicates all vertices in the scene's meshes for each polygon connected to them. The vertices’ normals are set accordingly, depending on whether they are connected to a hard or smooth edge.
Note: This function allows MotionBuilder to display hard edges.If two vertices are located exactly at the same position, a warning is issued, as this causes unpredictable results when FBXImportHardEdges is set to True.
This command is the script version of the Split per Vertex Normals option in the FBX Exporter. See Include in the FBX Export Options for more information.
- FBXExportInAscii
-
FBXExportInAscii -v [true|false];
FBXExportInAscii -q;
Use this function to export as an ASCII file. See Type in FBX Export options for more information.
- FBXExportIncludeChildren
-
FBXExportIncludeChildren -v [true|false];
FBXExportIncludeChildren -q;
Use this function to either exclude or include the hierarchy below the Parent object in the exported FBX file.
- FBXExportInputConnections
-
FBXExportInputConnections -v [true|false];
FBXExportInputConnections –q;
Use this function to query the current value of the input connection option. The function returns 0 for False, and 1 for True.
Use this function with the FBXExport -f [filename][s] script if you are performing an export of selected objects. Set False so that the input connections to selected objects are not considered during export. The default value for this command is True, which makes the plug-in include all the objects that influence the selected ones.
This is the script equivalent of the Connections option in the FBX Export options section.
Note: This command is ignored during the “Export All” process. - FBXExportInstances
-
FBXExportInstances -v [true|false];
FBXExportInstances -q;
This is the script equivalent of the Preserve Instances option in the FBX Export options section.
- FBXExportLights
-
FBXExportLights -v [true|false];
FBXExportLights -q;
Use this function to either exclude or include lights in the exported FBX file. See Lights in the FBX Export options section for more information.
Note: This option is on by default. - FBXExportQuaternion
-
FBXExportQuaternion -v [quaternion|euler|resample];
FBXExportQuaternion -q;
Use the quaternion interpolation script to select how to export your quaternion interpolations from the host application.
- FBXExportQuickSelectSetAsCache
-
FBXExportQuickSelectSetAsCache –v “setName”;
FBXExportQuickSelectSetAsCache –q;
This command stores the setName as the set to be used when exporting the cache file.
This command does not validate the received string. However, if the string used here does not correspond to an existing (and valid) set in the Maya scene, the cache export fails.
- FBXExportReferencedAssetsContent
-
FBXExportReferencedAssetsContent -v [true|false];
FBXExportReferencedAssetsContent -q;
This command is the script version of the Referenced Assets Content option in the FBX Exporter. See Referenced Assets Content in the FBX Export options section.
- FBXExportScaleFactor
-
FBXExportScaleFactor [float];
FBXExportScaleFactor -q;
This command is the script version of the Scale Factor field in the FBX Exporter. See Scale Factor in the FBX Export options topic for more information.
- FBXExportShapes
-
FBXExportShapes -v [true|false];
FBXExportShapes -q;
Use this function to either exclude or include shape deformations with your FBX file. See Deformed Models in the FBX Export Options for more information.
Note: This option is on by default. - FBXExportSkeletonDefinitions
-
FBXExportSkeletonDefinitions -v [true|false];
FBXExportSkeletonDefinitions -q;
Use this function to either include or exclude Skeleton definition in your export.
Note: This command is the same as the deprecated FBXImportCharacter command. - FBXExportSkins
-
FBXExportSkins -v [true|false];
FBXExportSkins -q;
Use this function to either exclude or include skin deformations in your FBX file. See Deformed Models in the FBX Export Options for more information.
Note: This option is on by default. - FBXExportSmoothingGroups
-
FBXExportSmoothingGroups -v true|false;
FBXExportSmoothingGroups -q;
This command is the script version of the Smoothing Groups option in the FBX Exporter. See Smoothing Groups in the FBX Export options section for more information.
- FBXExportSmoothMesh
-
FBXExportSmoothMesh -v true|false;
FBXExportSmoothMesh -q;
Use this function to export the subdivision level of the mesh.
- FBXExportSplitAnimationIntoTakes
-
FBXExportSplitAnimationIntoTakes -q
FBXExportSplitAnimationIntoTakes -c
FBXExportSplitAnimationIntoTakes -v
This command lets you export an ainmation file into multiple takes.
- FBXExportSplitAnimationIntoTakes -v
- The
FBXExportSplitAnimationIntoTakes -v option requires extra arguments. Its syntax is:
FBXExportSplitAnimationIntoTakes -v "takename" frameStart frameEnd This sets the form "takename frameStart frameEnd" in memory. Subsequent calls to the function append new entries in the table.
For example:
- FBXExportSplitAnimationIntoTakes -v \"toto\" 1 5
- FBXExportSplitAnimationIntoTakes -v \"tata\" 10 25
- FBXExportSplitAnimationIntoTakes -v \"titi\" 3 20
Internally, frames are expressed in seconds. The conversion from frame to seconds is performed using the current application framerate. After definitions are available, calling FBXExportSplitAnimationIntoTakes -q. This returns:
// Result: name=toto start=1 end=5 name=toto start=10 end=25 name=toto start=3 end=20 //
Note:- The accumulator is not automatically cleared, if new definitions need to be set for a second export; the caller is responsible for clearing the accumulator by calling the command using the -clear option.
- Take001 always exists regardless of how many splits are defined.
- Setting a frameEnd < frameStart returns an error.
- frameStart and frameEnd do not necessarly define an interval with keys and the split function does not try to validate. If no animation keys are in the range, the take will still be created with no keys.
- FBXExportTangents
-
FBXExportTangents -v [true|false];
FBXExportTangents -q;
This command is the script version of the Tangents and Binormals option in the FBX Export options section.
- FBXExportTriangulate
-
FBXExportTriangulate -v [true|false];
FBXExportTriangulate -q;
This command is the script version of the Triangulate option in the FBX Export options section.
- FBXExportUpAxis
-
FBXExportUpAxis [y|z];
FBXExportUpAxis -q;
This command lets you define the up axis in your FBX file. The up axis is the global axis that points upwards. See Axis conversion in the FBX Export options topic for more information.
By default, the up axis in Maya is the Y axis.
- Y
- Sets the up axis to Y-up. This setting is the default.
- Z
- Sets the up axis to Z-up.
- FBXExportUseSceneName
-
FBXExportUseSceneName -v [true|false];
FBXExportUseSceneName -q;
This command is the script version of the Use scene name option in the FBX Export Options.