![]() ![]() When we export a FBX from Unity with your asset, setting the same custom property, nothing is displayed in Blender (and no property is available from Python in Blender). When exporting FBX files from 3DS Max with a custom property set by the user, the FBX is imported in Blender and the property is properly displayed and available in Blender. We have a workflow where Blender is involved. That would let us pass a custom property as something define by 3DSMax, and let Blender happily import it without modding it : Hi, your asset is working great for exporting FBX file on Windows ! I've added the Unity FBX exporter package but can't find anything in the documentation about using this through script. I've got a situation where I want to export FBX files from within my game to a Saved Files folder. Is it possible for you to add that kind of modification to your code ? Scripting FBX Exports Joshd1410 Joined: Posts: 35 Hi. How to export a 3D model from the Unity Engine to Blender, 3DS Max, or a 3D program of your choice I show you how to export the model by using the FBX expor. py importer from Blender, to add our custom string, but it's not very convenient. To deal with that, for the moment I edit the. ![]() That means that even if we call our custom property in C# code with UDP3DSMAX, it's not going to work, because the fourth element of the line most be set to "U". Prop_name, prop_value = item.split('=', 1)īlen_obj = prop_value.strip() # Special case for 3DS Max user properties:Īssert(fbx_prop.props_type = data_types.STRING) Click to expand.When you look inside 'import_fbx.py' from the Blender 'Import FBX' plugin, you can see that they handle it like that :
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