Exporting materials (materials will be created in UE4 with the name and color of the exported material, and embedded diffuse textures will be setup).Collision meshes can also be created in UDK (i.e., you don’t have to rely on importing a collision mesh).UDK complains about an incompatible FBX version (UDK uses 7.3.0 while Blender exports 7.4.0), but the models still load.The default axis options work (Forward: -Z Forward, Up: Y Up).Textures must be powers of two and a support image format (JPEG isn’t supported, but PNG is).Smooth vs flat shading doesn’t seem to work well.Skeletal meshes and animations (use the PSK/PSA export instead, it is much more reliable).Exporting whole levels (you’ll need to export individual assets and put them together in UDK).Exporting meshes as collision meshes (they must be named UCX_XX, where XX is the name of the mesh that the collision mesh is for).Exporting materials (materials will be created in UDK with the name and color of the exported material, and embedded diffuse textures will be setup).Just make sure to set the scaling in Unity (it defaults to 0.1). The default scale and axis options work well (Scale: 1.00, Forward: -Z Forward, Up: Y Up).Collision Meshes (these have to be setup in Unity).Exporting materials (materials will be created in Unity with the name and color of the exported material, and embedded diffuse textures will be setup).Skeletal mesh animations (including IK constraints).
#Create blendshapes fbx unity full
The results are summarized below, for the full notes please check out. I then tried exporting to Unity, Unreal Development Kit (UDK), and Unreal Engine 4 (UE4). In order to stress-test the new exporter, I got together some assets to create a simple level and a couple of characters.
#Create blendshapes fbx unity drivers
Note “baked” animation means that the animation is played in Blender, and all loc/rot/pos are recorded, hence all indirect animation work, even complex ones based on constraints or drivers (resulting animations are cleaned up, to remove unnecessary keyframes and curves). Baked animation for both bones and objects.Exporting tangent space data (normal and bitangent vectors) for meshes.
Writing correct axes and scale data in the FBX file (not many other apps really make use of this info yet).
So, for example, your monkey is null-rotated in Blender (-Y, Z) space, with this option, even if you export to Unity (-Z, Y) space, the monkey will still have a null rotation (in other words, the corrective rotation is “baked” into mesh data itself).