Как открыть fbx в maya
FBX Export options
The FBX Export File Type Specific options appear in the Export All/Selection Options window options and are for saving a Maya file as an FBX file using Maya ‘s FBX plug-in. For information about general export options, see Export All/Selection Options.
To view the File Type Specific options for FBX:
Presets
Choose your preset by selecting it in the menu of the FBX plug-in Presets section. The Maya FBX plug-in has two export workflow presets:
Autodesk Media & Entertainment The Autodesk Media and Entertainment preset is the default preset for the Maya FBX plug-in Exporter. The Autodesk Media and Entertainment preset contains the optimal settings for most animation workflows. Autodesk MotionBuilder The Autodesk MotionBuilder preset is used for exporting animation files to MotionBuilder. Use the Autodesk MotionBuilder preset if you are using a Maya to MotionBuilder back to Maya workflow. This preset uses the FBX Export options Constraints and Skeleton definitions options set for optimal Character animation using Maya and MotionBuilder. Editing presets
You can also use save your settings as a custom preset. See Creating a custom preset.
Include
The Include rollout lets you choose what data and conversions the plug-in applies to your scene at export from a host application.
Geometry
When you activate this option the Maya FBX plug-in converts edge information to Smoothing Groups and exports them with the file.
Exporting with the Split per-vertex Normals option activated produces the following result in MotionBuilder:
Convert to Null Objects Activate this option to convert all geometry into locators (dummy objects) during the export process. This option is often used for animation only files. It creates a smaller file size, and is supported by FBX Importer when you import it into the original scene. In this case, the plug-in imports only animation onto original geometries, and does not add incoming Nulls to the existing scene. If you import the same file into a new scene, the plug-in imports Nulls with the animation applied. Convert NURBS surface to This option lets you convert NURBS geometry into a mesh geometry during the export process. This option is useful if you are exporting a scene to a package that may not support NURBS. By default, this option is set to “NURBS”, meaning the plug-in applies no conversion and NURBS geometry is exported as NURBS.
| Option | Function |
|---|---|
| NURBS | No conversion applied. |
| Interactive display mesh | Converts geometry based on the NURBS display settings. |
| Software Render Mesh | Converts geometry based on the NURBS render settings. |
The Referenced Asset Content option has been added to the Maya FBX plug-in for use with Maya versions 2009 and later.
For more information about assets, see Assets.
Animation
Normally, the Maya FBX plug-in saves Maya scene animation in the FBX file as Take 001. If you want the scene animation to instead be named for the Maya scene, activate this option.
This option is deactivated by default, so the take is automatically named Take 001, and so on.
Remove single key When you activate this setting, the exporter removes keys from objects on export if the plug-in determines that the animation has only one key. When two or more keys exist in the file, the keys are exported. Sometimes, even though objects in a file contain no animation, they have a single key assigned to them for use as a locator. If you do not need these single keys in your file, you can reduce the file size by activating Remove single keys to discard them. If you disable this option, the plug-in does not remove keys from the animation on export.
| Resample as Euler interpolation | This is the default conversion setting for quaternion interpolations. |
This option converts and resamples quaternion interpolations into Euler curves to ensure interoperability.
Using this option results in the same number of keys, set as Euler types. The visual result will be different since it is now evaluated as a Euler interpolation. Use the default ( Resample as Euler interpolation ) option in order to obtain visual results identical to your animation in MotionBuilder, or other applications.
By default the Maya FBX plug-in takes the Start and End values automatically from the current Timeline settings of the host application. You can manually enter in a custom start, end, and step value to bake a specific section of time.
You can choose to export Skins and Bend Shapes specifically by expanding Deformed Models to access individual options.
Blend Shapes Activate this option to export all geometry Blend Shapes used in your scene. Skins Activate this option to export all skin deformation into your scene. Curve filters Activate Curve filters to apply animation filters to function curves during the export process. Constant Key Reducer
Activate the Constant Key Reducer filter to remove redundant keys. Redundant keys are keys that have the same value, which are equivalent to flat horizontal interpolations on a curve. Redundant keys are often a result of a resampled FCurve before filtering.
Resampled FCurve before filtering
Filtered FCurve with redundant keys removed (based on Threshold setting)
The default values are:
Values represent generic units. This is why you may need to modify threshold values in relation to the world scale of your scene, for example with very large or small scale scenes.
If you use this filter to eliminate noise, for example, from motion capture data, then you may need to modify values.
| Setting | Description |
|---|---|
| Translation Precision | Threshold for translation curves in generic units. |
| Rotation Precision | Threshold for rotation curves in generic units. |
| Scaling Precision | Threshold for Scaling curves in generic units. |
| Other Precision | Threshold for other curves in generic units. |
| Auto tangents only | This option ensures that only “auto” key types are filtered. Otherwise, keys with interpolation values greater than a certain threshold may get deleted. |
When you activate this option, three files are generated:
The Maya FBX plug-in stores the XML and MCX files in a subfolder named after the FBX file and has the suffix FPC (_fpc).
For example, if you export a scene containing a cube named pCube1 to the FBX file myTest.fbx, you create the following files and folders:
The plug-in retains any MCX geometry cache files that are already recorded (within the selection set).
Use the Set menu to select an appropriate set to export the geometry cache file.
Constraints Activate this option to ensure that certain supported constraints are exported to FBX. Constraints
FBX supported constraints include:
This option lets you export your constraints effectively without the need to bake the animation first, if you are transferring to a package that which supports these constraints, like MotionBuilder.
Cameras
Activate this option to export all cameras contained in the scene.
Cameras The Maya FBX plug-in exports camera settings, but not render settings associated to the camera with the file. This can change rendering results depending on the source application used in comparison. For more information on why this occurs, see Why are my cameras inconsistent?
Audio
Lights
Activate this option to export all lights contained in the file. The Maya FBX plug-in exports and converts light types to ensure FBX interoperability.
Embed Media
Activate this option to include (or embed) all media associated with your scene in the FBX file itself. For example, texture images.
Connections
If this option is disabled, no input connections associated with the selected object are exported during the export selection operation. If the option is active, however, all associated input connections to the selected object are exported.
This option is active by default, so the Maya FBX plug-in includes any objects that influence the selected ones.
Advanced options
The Advanced Options section primarily contains additional options that let you modify the default plug-in behavior. In most cases, you do not need to modify these options to have a successful export. The section also holds additional settings specific to the Collada file type.
Units
The Units option lets you view the conversion factor (scaling value) the plug-in uses as well as modify the conversion units.
When Automatic is active, the File Units will match the system units, and the plug-in applies no conversion. The displayed Scale Factor is 1.0 in this case.
File units converted to Use this menu to specify the units to which you want to convert your exported scene. Modifying this setting directly affects the Scale Factor value applied to the exported data. The plug-in determines the default units by looking at the Maya System Units option in the Window > Settings/Preferences > Preferences > Settings category.
Axis conversion
The Maya FBX Exporter has two options for Axis Conversion in the UI. Y-up, or Z-up.
By default, the FBX Exporter always exports the Up Axis of the Host application. For Maya, this means that all scenes are exported with a Y-up world axis.
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.
These options let you set display options of the UI. This lets you show or hide the Warning Manager and FBX UI windows. You can customize these display options, save them as a new Preset, and share this preset file. See the Creating a custom preset section for more information.
Show/Hide Warning Manager This option lets you disable the Warnings and Errors dialog box that appears during the export process. The Warning Manager is active by default. The Maya FBX plug-in uses errors and warnings to alert you of conversions and potential problems during the export process. When something unexpected occurs during the conversion, the plug-in reports an error. This error occurs when the plug-in encounters an unknown behavior and the conversion is going to produce an unexpected result. When the plug-in must apply a conversion to the source data for it to be in a format that the destination application can read, the Maya FBX plug-in reports a warning. This warning is not the indication of a problem, but instead exists to provide a report of conversions that the plug-in has applied to the incoming data. Generate log data Deactivate the Generate log data option if you do not want warning and error information written to the log. However, if you do deactivate this option, the FBX Exporter/Importer does not write log data (such as errors and warnings,) to the generated log file. However, the file name and time stamp are still recorded in the log. The Maya FBX plug-in stores log files with the FBX presets, in C:\My Documents\Maya\FBX\Logs. Occasionally, some batch imports/exports create very large warning/error files, and in this case you might want to disable this option. Normally, it is recommended to leave the Generate log data option active, which is the default, as this helps you identify problems with file conversions. Log files are important for tracking errors and warnings on export. It is not recommended to deactivate this option when you export a series of files, for example, in an automation or batch export because you will not receive any feedback about any issues that concern files during export. This lack of feedback can make it difficult to identify problem files which, in turn, makes diagnosing problems difficult. Occasionally, some batch imports/exports create very large warning/error files, and in this case you might want to disable this option.
FBX file format
This section lets you determine what form you want your FBX file to take.
| Mode | Function |
|---|---|
| Binary | Activate this option to save the FBX file in the standard format. |
| ASCII | Activate this option to save the FBX file in ASCII format. |
If you export your file to ASCII format in FBX versions 2010 and earlier, you cannot embed media.
| Version | Description |
|---|---|
| FBX 2019.2 | Select this FBX version to export a file that is compatible with Maya 2019, and Maya LT 2019. This is the default FBX version. |
| FBX 2018 | Select this FBX version to export a file that is compatible with Maya 2018, and Maya LT 2018. |
| FBX 2016/2017 | Select this FBX version to export a file that is compatible with Maya 2017, Maya LT 2017, Maya Ext 2, Maya LT Ext 3, Maya 2016, Maya 2016 Ext 1, Maya LT 2016 and Maya LT 2016 Ext 1 and Ext 2. |
| FBX 2014/2015 | Select this FBX version to export a file that is compatible with Autodesk 2014 applications and 2014 FBX plug-ins. |
| FBX 2013 | Select this FBX version to export a file that is compatible with Autodesk 2013 applications and 2013 FBX plug-ins. |
| FBX 2012 | Select this FBX version to export a file that is compatible with Autodesk 2012 applications and 2012 FBX plug-ins. |
| FBX 2011 | Select this FBX version to export a file that is compatible with Autodesk 2011 applications, 2011 FBX plug-ins. |
| FBX 2010 | Select this FBX version to export a file that is compatible with Autodesk 2010 applications and 2010 FBX plug-ins. |
| FBX 2009 | Select this FBX version to export a file that is compatible with Autodesk 2009 applications and 2009 FBX plug-ins. |
| FBX 2006 | Select this FBX version to export a file that is compatible with Autodesk 2006 FBX plug-ins and MotionBuilder 7.5, 7.0, and 6.0.. |
Information
The Information rollout contains data about the Maya FBX plug-in as well as accessing the Maya FBX plug-in Help.
Help on FBX Click Help on FBX to launch the Maya FBX plug-in online user documentation.
Collada
The Collada options only appear in the UI when you select the DAE_FBX file type from the file browser when you export.
Thumbnail/Playblast options
Lets you set up and capture a thumbnail (single image) or playblast (image sequence) to be saved with your scene file to identify it in the Content Browser. See Capture Thumbnail/Playblast options.
В процессе экспорта также сохраняются трансформации, видимость объектов и их иерархия, а коллекции Blender преобразуются в ноды Maya.
Baya совместим с Blender 2.80 и выше. Стоимость дополнения для Blender составляет 14.85$.
Characterhero Например, мне. Я работаю в блендер и финальную модель надо экспортировать в Майя. Либо мне в Майке надо что-то сделать и перенести обратно. Для себя пользуюсь вот этим аддоном. Он бесплатный, но с установкой надо повозится.
У Baya функционал побольше будет. Как вариант рендерить в сторонних рендерах, которые не поддерживает Blender.
Виктор Киселев
что такое можно сделать в майке, чего нельзя сделать в блендере?
Виктор Киселев
что такое можно сделать в майке, чего нельзя сделать в блендере?
Иван Литвишко
Работать в студийном пайплайне, например.
Иван Литвишко
Работать в студийном пайплайне, например.
Виктор Киселев
а что в вашей студии меш который сделан в майке качественнее меша который сделан в блендере? Или он текстурится лучше? Или такой меш разворачивается лучше? Или качественнее выглядит на рендере?
Characterhero Не нужно быть настолько фанатичным и ограничивать себя одним ПО и ногой никуда.










