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Unity fbx exporter
Unity fbx exporter








unity fbx exporter unity fbx exporter

It looks like the FBX exporter applies correct UV texture coordinates to geometry that has materials that use a “Texture map” but it does NOT apply UV texture coordinates to geometry that has materials that only use a “Base color”. Back in MicroStation, some materials will simply use a “Base color” whilst others will use a “Texture map”. The Unity game engine has an option to bake lighting into the materials of each piece of geometry and this requires that all geometry has properly applied UV texture coordinates. It looks like this might be a limitation of Unity itself but I was wondering since “Smart Surfaces” work so well, would it be possible for the FBX exporter to automatically convert all elements of type “Surface” to elements of type “Smart Surface” before doing the export? My workaround in MicroStation has been to use the “CONVERT BREP” command to convert all elements of type “Surface” to elements of type “Smart Surface”. When I look at an exported FBX file with MicroStation, the elements of type “Surface” are all present but when I import that same FBX file into my Unity project, the elements of type “Surface” are missing.

unity fbx exporter

MicroStation has many different element types, one of which is the “Surface” type that you get when you do a “Surface by Extrusion” of a line or curve. I'm currently using MicroStation SS3 and I would be curious to know if MicroStation CE has made any improvements to the FBX exporter. With all that in mind, there are a few bottlenecks that if addressed would greatly improve the FBX export workflow. What's more, once the Unity project has been setup and the lighting and material tweaks have been made, it is super easy to replace the FBX files with updated versions from MicroStation and Unity automatically reintegrates all of the new changes without any further input from the user. The workflow is straightforward and the results are spectacular, even for relatively large models. I have an HTC Vive virtual reality headset and I've been exporting my MicroStation models to the Unity game engine via the FBX exporter with the aim of creating virtual environments that the client can explore in real time.










Unity fbx exporter