Better Fbx Importer & Exporter
About Virus Warning
The Bitdefender Enterprise Support Team has verified that it is a false positive, here is the reply:
Hello,
Thank you for contacting the Bitdefender Enterprise Support Team.
We have received an update from our laboratories. The files are clean and detection should be removed in the next couple of updates.
Please let us know if there is anything else we can assist you with or if we may close this case.
Best regards,
Alex*****
Business Technical Support Specialist
Microsoft Security Intelligence has also verified that it is a false positive, here is the report:
Analyst comments:
We cannot reproduce any detection on the file. If the detection is still observed, follow the steps below to capture support log files from the system reporting detection.
From an elevated command prompt, change to directory "%programfiles%\windows defender" and execute mpcmdrun.exe with option GetFiles: cd "%programfiles%\windows defender" mpcmdrun.exe -GetFiles
All created log files will be compressed into MPSupportFiles.cab. Please send us the detected file and MPSupportFiles.cab using https://aka.ms/wdsi. We will continue the investigation once we receive the support log files.
Thank you for contacting Microsoft.
To Humble Bundle Users
If you had purchased the 'Humble Bundle', I'm afraid that you can't receive the regular upgrade.
To support the 'BLENDER_EEVEE_NEXT' render engine of Blender 4.2, please unzip 'better_fbx-5.4.18.zip', the contents should be in the directory of 'better_fbx-5.4.18'.
You may modify 'importer.py' and 'exporter.py' manually, replace all 'BLENDER_EEVEE' with 'BLENDER_EEVEE_NEXT'.
For your convenience, you can also download the two fixed files from: https://www.mesh-online.net/~test/fixed-files.zip, unzip the file, replace the original 'importer.py' and 'exporter.py' with the fixed 'importer.py' and 'exporter.py'.
Compress the directory of 'better_fbx-5.4.18' to 'better_fbx-5.4.18.zip' again.
Updated (July 31, 2024):
The support team had updated the humble bundle files, so you can simply re-download your humble bundle package to get 'better_fbx-5.4.19.zip'.
Who Don't Need It?
If Blender is your only toolchain, you don't need this add-on.
Who May Need It?
Game developers
Who need to import FBX files into Blender and export FBX files to game engines.
3d digital artists
Who need to share your 3d artworks to other 3d digital artists who use other 3d softwares, or you want to sell your 3d artworks in various digital markets.
What is it?
Blender is lack of native FBX support, when we import some older and newer FBX files, it often fails.
So I made a better FBX importer and exporter with official FBX SDK from scratch.
The add-on is compatible with all FBX versions, from ASCII to binary, from FBX 5.3 to FBX 2020.
I have tested the importer and exporter with about one hundred commercial FBX files which made by 3d digital artists in 3ds Max, Maya or Cinema 4D, the add-on can import and export these FBX files successfully.
The exported FBX and DAE files have been verified in Unity Engine 2021, Unreal Engine 4/5 and Godot Engine v4.1.1 with no issues.
Features
- Supports Blender v2.82 - v4.3.0 Alpha.
- Supports importing PBR material from 3ds Max & Maya.
- Supports exporting PBR material to Unity Engine, Unreal Engine and Godot Engine.
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Supports Blender Renderer, Cycles Renderer, and Eevee Renderer.
- Supports N-Gons (Polygons consisting of more than 4 vertices).
- Supports importing FBX, DAE, OBJ, DXF and 3DS files.
- Supports exporting FBX, DAE, OBJ and DXF files.
- Supports exporting FBX smoothing groups.
- Supports automatic bone orientation.
- Supports armature deform animation.
- Supports exporting non-linear animation.
- Supports shape key animation.
- Supports multiple material sets.
- Supports multiple UV sets.
- Supports multiple vertex color sets.
- Supports meshes attached to bones.
- Supports mesh instances.
- Supports generic node transform animation.
- Supports dummy nodes.
- Supports camera.
- Supports lights.
- Supports custom properties.
- Supports importing vertex animation of Maya format(.mc/.mcx) and 3ds Max format(.pc2).
- Supports exporting vertex animation of Maya format(.mcx) and 3ds Max format(.pc2).
- Compatible with all FBX versions.
- Supports exporting from any generic rigging system.
- Supports exporting game-friendly armature from Rigify Auto-Rigging System.
- Supports importing Blender friendly armature and 3d models.
- Supports exporting game engine friendly armature and 3d models.
- Supports importing multiple files in batch.
- Supports exporting to separate files in batch.
- Supports exporting multiple actions or multiple NLA tracks.
- Supports concatenate multiple animations into single animation.
- Supports UDIM mapping.
- Supports Unity Engine 2021, Unreal Engine 4/5 and Godot Engine v4.1.1.
- Supports Windows, Linux and macOS.
Limitations
- Does not support IK bones*.
- Does not support custom bone shapes.
- Does not support multiple bind poses.
*IK Support
The add-on can export and import basic IK constraints since v4.1.10.
You can only use empty object as the target object, if you did not assign a target object, the add-on will create an empty object as the target object automatically.
The add-on can import basic IK constraints from Maya correctly, but the exported IK constraints are not compatible with Maya.
To import the basic IK constraints into Maya, you need to insert at least one keyframe of any object, for Maya treats IK constraints as animation data, if there isn't any animation data, the IK constraints will be ignored.
After imported the basic IK constraints into Maya, you will find that the bones can't be driven by the effector correctly, this is caused by the wrong pole vector value. To fix the issue, you need to copy the rotation value to the 'Pre-rotation' value for every bone between the IK chains, and reset the rotation value to zero, for Maya use the 'Pre-rotation' value to calculate the pole vector value.
As 3ds Max can't export and import IK constraints at all, you can't import and export IK constraints for 3ds Max.
Interface
Importer:
To import an FBX file, navigate to File->Import->Better FBX Importer (.fbx/.dae/.obj/.dxf/.3ds).
Then you can select leaf bone style, set scale value and other parameters, select the FBX file, click 'Better Import FBX' button to import the FBX file.
Exporter:
To export to an FBX file, navigate to File->Export->Better FBX Exporter (.fbx/.dae/.obj/.dxf).
Then you can select FBX version, set scale value and other parameters, enter a filename, click 'Better Export FBX' button to export to the FBX file.
Showcase
Here is an imported robot warrior in Cycles Renderer of Blender 2.79b, you may notice that his shield and weapon have already been attached to proper bones automatically, and all bones orientations have been corrected automatically, while the armature deform animation remains not changed.
Here is an imported ancient Chinese soldier in Eevee Renderer of Blender 2.80, you may notice that his spear has already been attached to the right-hand bone automatically, and all bones orientations have been corrected automatically, while the armature deform animation remains not changed.
Here are three characters in the Editor of Unity 2018, note that Santa's eyes, mouth and face are driven by shape key animation, and his body is driven by armature deform animation.
Here is one character in the Editor of Unreal Engine v4.22.3, the scene is the famous starter scene - 'Table, Glass And Chairs', note that Santa's eyes, mouth and face are driven by shape key animation, and his body is driven by armature deform animation.
Here is one character in the Editor of Godot Engine v3.2, the exported character(*.dae) and animation work properly.
Here is a simple cloth simulation in Blender 2.82, you can export the vertex animation as Maya(.mcx) format or 3ds Max(.pc2) format files; You can also import Maya(.mcx) format or 3ds Max(.pc2) format vertex animation files into Blender.
Tutorial
Video Tutorial For v5.0
Video Package: Download the HD version of the video(Format:zip,Size:35MB,Date:Mar 15,2022).
Watch Online:
Video Tutorial For v5.0 - II
Video Package: Download the HD version of the video(Format:zip,Size:27MB,Date:Mar 21,2022).
Watch Online:
How To Install
Launch Blender, navigate to 'Edit->User Preference...->Add-ons', click the 'Install Add-on from file...' button, a pop up dialog will appear, select 'better_fbx-6.0.5.zip', click the 'Install Add-on from file...' button on the pop up dialog, the add-on will be installed to Blender's addons directory.
When the pop up dialog closed, we are still on Addons page, a few seconds later, the add-on will appear, activate the add-on, then click the 'Save User Settings' button and close the 'Blender User Preference' window.
Note: Please don't simply copy and paste the unzipped add-on directory to Blender's own working add-on directory, because the operating system may prevent the add-on from writing temporary data to the directory, which will cause the add-on don't work at all.
How To Upgrade
Download the new version of the product.
Launch Blender, navigate to 'Edit->User Preference...->Add-ons', type 'better' in the search box, the add-on will appear, click the small triangle beside the add-on to expand the contents, click the 'Remove' button to remove the add-on.
Install the new version of the product.
Don't forget to restart Blender to let the new version take effect, otherwise, Blender may use the old version in the cache.
Supported FBX Versions
- FBX53_MB55
- FBX60_MB60
- FBX200508_MB70
- FBX200602_MB75
- FBX200608
- FBX200611
- FBX200900
- FBX200900v7
- FBX201000
- FBX201100
- FBX201200
- FBX201300
- FBX201400
- FBX201600
- FBX201800
- FBX201900
- FBX202000
Cycles/Eevee Material
The add-on can import PBR materials from 3ds Max and Maya, including '3ds Max Physical Material', '3ds Max PBR (Metal/Rough) simplified PBR material', '3ds Max Arnold Standard Surface Material', 'Maya Arnold Standard Surface Material', and 'Maya StingRay PBS Material'.
The add-on can export PBR materials to 'FBX Standard Material', 'Unity Engine Compatible Material', and 'Unreal Engine Compatible Material'.
The add-on supports ten kinds of textures, including diffuse texture, reflection texture, specular texture, shininess texture, emissive texture, transparency texture, normal texture, bump texture, displacement texture, and ambient texture.
If you organize the texture image nodes according to the above picture, the add-on can export the texture images correctly.
Here are the details:
The first texture image is a diffuse texture, it can connect to the 'Basic Color' socket of the 'BSDF' node directly.
The second texture image is an ambient occlusion texture, you need to add an additional 'MixRGB' node to multiply the diffuse texture and the ambient occlusion texture, then connect the output of the 'MixRGB' node to the 'Basic Color' socket of the 'BSDF' node.
The third texture image is a metallic texture, it can connect to the 'Metallic' socket of the 'BSDF' node directly.
The fourth texture image is a specular texture, it can connect to the 'Specular' socket of the 'BSDF' node directly.
The fifth texture image is a roughness texture, it can connect to the 'Roughness' socket of the 'BSDF' node directly.
The sixth texture image is an emission texture, it can connect to the 'Emission' socket of the 'BSDF' node directly.
The seventh texture image is an alpha texture, it can connect to the 'Alpha' socket of the 'BSDF' node directly.
The eighth texture image is a normal texture, you need to add an additional 'Normal Map' node to configure the normal texture, then connect the output of the 'Normal Map' node to the 'Normal' socket of the 'BSDF' node.
The ninth texture image is a bump texture, you need to add an additional 'Bump' node to configure the bump texture, then connect the output of the 'bump' node to the 'Normal' socket of the 'BSDF' node.
The tenth texture image is a displacement texture, it can connect to the 'Displacement' socket of the 'Material Output' node directly, or you can also add an additional 'Displacement' node to configure the displacement texture, then connect the output of the 'Displacement' node to the 'Displacement' socket of the 'Material Output' node.
If you want to export other kind of textures, such as 'Clear Coat' texture, 'Anisotropic' texture, etc. you can add them to the shader editor, either isolated or connect to corresponding sockets of the 'BSDF' node is okay, you must enable the 'Embed Media' option when exporting, because they are not connected to any meshes in the FBX file, when importing into other 3d softwares or game engines, you need to load and setup them manually in their own material systems.
Material Style
There is a 'Material Style' option in the exporter since v4.4.2.
The default value is 'Blender', which means that the exported materials are compatible with Blender's material system and most other standard material systems.
You can export PBR materials for Unity Engine & Unreal Engine by changing material style.
If you change the option to 'Unity Engine', the add-on will export Unity Engine compatible materials, when you import the FBX file into the Unity editor, you'll find that all the texture channels have been setup correctly.
Here is the material in Unity editor:
Make sure that the 'Material Creation Mode' is 'Import via MaterialDescription', If you have embedded textures into the FBX file, please click the 'Extract Textures...' button to extract all embedded textures; Otherwise, please click the 'Extract Materials...' button to extract the material.
If you drag the FBX asset to the scene, an instance will be created, the 'Autodesk Interactive' shader is used, all the four channels will appear in the inspector panel automatically; If you want to use other shaders, you may need to assign some texture channels manually.
Unity Engine's importer will not import the ambient occlusion texture automatically, you need to import and assign the ambient occlusion texture manually.
If you change the option to 'Unreal Engine', the add-on will export Unreal Engine compatible materials, when you import the FBX file into the Unreal editor, you'll find that all the texture channels have been setup correctly.
Here is the material in Unreal editor:
Unreal Engine's importer will not import the ambient occlusion texture automatically, you need to import and assign the ambient occlusion texture manually.
Embed Media
The add-on supports exporting embedded texture images into FBX file since v4.3.0.
If you want to embed all texture images into the FBX file, enable 'Embed Media' when exporting, all texture images in the shader editors will be embedded into the FBX file.
If you want to export PBR materials, you can bake the PBR materials into texture images first, search 'bake' in the Blender Market, you can find some excellent baking tools, such as 'Bake Wrangler', 'Simplebake', 'Baketool', 'PBR Texture Bakery', etc. You can choose your favorite baking tool to bake, my favorite baking tool is https://github.com/meshonline/EasyPBRBake, it is not as powerful as commercial products, but the function is enough for me. Then add the baked texture images into shader editor.
When exporting, just enable 'Embed Media', all texture images in the shader editors will be embedded into the FBX file.
Though all texture images are embedded into the FBX file, only several kind of textures can be recognized when importing into other 3d softwares and game engines, you need to load and setup them manually in their own material systems.
Generic Rigging System
This add-on can export from any generic rigging system.
The exported armature is generic, is not retarget-able, because the bones hierarchy has not been configured for game engines, but the animations work properly in any game engines.
I have verified Rigify Auto-Rigging System and Auto-Rig Pro.
If you are Auto-Rig Pro user, please use its own FBX exporter, for its exported armature is retarget-able, while that exported from this add-on is not retarget-able.
The exported FBX files can be imported to Unity Engine 2019 and Unreal Engine 4/5, and the animations work properly.
When you have finished your character, just export with this add-on, no extra setup needed.
Rigify Auto-Rigging System
This add-on supports exporting game-friendly armature from Rigify Auto-Rigging System, including retarget-able humanoid armature, quadrupled armature, or any user-defined armatures.
I recommend the paid tutorials of Rig Anything With Rigify, which will teach you everything about Rigify Auto-Rigging System.
Retarget-able human armature means that Unity Engine 2019 and Unreal Engine 4/5 can recognize the human armature and map the bones hierarchy to game engine's inner bones hierarchy, you can retarget tons of animations to your armature in game engine.
When you have finished your character, just export it with this add-on.
Select the Rigify-Rig and the skinned character, from the export interface, enable the 'Selected Objects' option and the 'Rigify Armature' option, the add-on will export game-friendly character from Rigify Auto-Rigging System.
There is also an 'Only Selected Deform Bones' option, if you enable the option, the add-on will export only selected deform bones in 'EDIT' mode.
Generic Rigify Workflow
Video Package: Download the HD version of the video(Format:zip,Size:23MB,Date:Mar 18,2022).
Watch Online:
Here is a Character with Rigify Auto-Rigging System in Blender 2.79b, it does not contain any armature deform animations.
Here is the same character in Unity Engine 2018, Unity Engine recognized all bones.
Here is the same character in Unreal Engine 4, Unreal Engine recognized most bones, a few bones have been mapped to wrong bones, but it's not difficult to fix the wrong mappings.
For your convenience, here are the right mappings.
This is the complete Bone Mapping Preset, you can download and load the preset in the retarget manager to avoid fixing bone mapping manually.
Here is a zebra with Rigify Auto-Rigging System in Blender 3.1.0, I turned off IK and retargeted a walk cycle animation take to FK bones.
Here is the same zebra in Unity Engine 2020, I had exported the 3d model with v5.0.1.
Here is the same zebra in Unreal Engine 4, I had exported the 3d model with v5.0.1.
Here is the same zebra in Godot Engine 3.4, I had exported the 3d model as DAE with v5.0.1.
I have also tested some other 3d models, including all the weird creatures in Rig Anything With Rigify, all the exported 3d models can work very well in Unity Engine, Unreal Engine, and Godot Engine.
Optimize For Blender
The add-on can import Blender friendly armature and 3d models, the imported armature and 3d models have unit scale and zero rotations.
This is an experimental feature, which may has bugs, use the feature at your own risk.
Optimize For Game Engine
The add-on can export game engine friendly armature and 3d models, the exported armature and 3d models have unit scale and zero rotations.
This feature is very useful for game development, for animation retargeting usually requires that the armature has unit scale and zero rotations, and it is easy to manipulate 3d models via code if they have unit scale and zero rotations.
You can use Blender's default setting to work, use meter as the unit of the scene, and use 1.0 as the scale of the scene.
When exporting, make sure you have enabled the 'Optimize For Game Engine' option, the option is enabled by default.
Just export the contents, the exporter will convert meter to centimeter automatically, and apply all rotations to zero automatically.
I have verified in Unity Engine 2019.3.3f1, Unreal Engine v4.22.3, Godot Engine v3.2, all the armatures and 3d models have unit scale and zero rotations.
Godot Engine Support - New
Unity has invented 'Unity Runtime Fee' recently, many small teams are considering switching to Godot Engine to avoid the risk of potential bankruptcy.
So I downloaded and installed the latest Godot Editor v4.1.1, and exported the animated zebra 3d model bound by the Rigify Auto-Rigging System from within Blender 3.3 LTS.
Godot Editor v4.0 introduced the 'FBX2glTF' utility to detect and import FBX files. After I exported the FBX file to the resource directory, Godot Editor detected it immediately and started to import the FBX file, a few seconds later, the importing process completed.
Then I drag the FBX to the scene to test if the 3d model and the animation is correct, to my surprise, it worked without any issues!
I also tested other 3d models, from static meshes to skinned 3d characters, all of them worked without any issues!
In my test, the exported FBX files are 100% compatible with Godot Editor v4.1.1.
The add-on supports all the PBR channels in Godot Engine v4.1.1 since v5.4.0.
When exporting, you just need to setup the 'Material Style' to 'Godot Engine', then export the contents to FBX file, Godot Editor v4.1.1 will import all the PBR channels successfully.
Here is the screenshot, you can see that all the PBR channels were imported correctly:
If you are still using Godot Engine v3.x, I recommend the 'DAE' format, you can setup 'File Type' to 'DAE' and export a DAE file, then import the DAE file into Godot Engine v3.x.
Fix DAE File
It does three things:
It eliminates ncl's that get added to names.
It converts FBXASC strings back to their original characters.
It converts empty [/tag]'s, which chokes some viewers, to [tag][/tag] pairs.
You can download the BASH script from: https://www.mesh-online.net/~test/cleanCollada.sh
This commented BASH script is for Linux/Cygwin users by default, while it contains a hint on how to use it in Windows.
This BASH script is contributed by one of my customers, thanks for creating such a useful BASH script for us.
UDIM Mapping
Version 4.2.2 supports UDIM Mapping.
You can import UDIM mapping into Blender 2.82 or newer versions.
You can export UDIM mapping from Blender 2.82 or newer versions.
Zbrush Workflow
The add-on supports importing and exporting edge crease weights, you can transfer 3d models with edge crease weights lossless between Blender and Zbrush.
For example:
In blender side, you can setup a special pose for the armature deformed character to prepare to sculpt some details in Zbrush, you can click and select the charcter only, export the charcter with the add-on, from within the exporter panel, enable the 'Selected Objects' option, enable the 'Apply Modifiers' option, and enable the 'Include Armature Deform Modifier' option, then export the character to FBX file.
In Zbrush side, import the exported character, add some sculpture details, then export the detailed charcter to an ASCII format of FBX file, since Zbrush's FBX plugin has a bug for binary format of FBX, the add-on only supports ASCII format of FBX files exported from Zbrush with edge crease weights lossless until Zbrush fixed the bug.
Back to blender side, import the detailed charcter with the add-on, bind it back to its armature.
Special thanks to Tsukasa YAMATO, the famous Zbrush plugin creator from Japan, without his help, the Zbrush workflow will not be born.
Import Multiple Files
Since version 4.0, the add-on supports importing multiple files, you can simply select multiple files when importing, the importer will import them all into the current collection of the scene.
Version 5.4.20 supports importing multiple files to separate collections by filenames, if you want to import files to separate collections, you can enable the 'Separate Collection' option when importing.
Export Objects to Separate Files
Export objects to separate files by object names, if you want to export all objects to separate files, you can enable the 'Separate Files' option when exporting.
If you enable both the 'Separate Files' option and the 'Move To Origin' option, the add-on will move all objects to origin when exporting, and move them back automatically after exporting.
Export Collections to Separate Files
Version 5.4.20 supports exporting visible and non-empty collections to separate files by collection names, if you want to export collections to separate files, you can enable the 'Separate Collection' option when exporting.
You can also put all collection objects to a unique root empty node in each collection, if you enable both the 'Separate Collection' option and the 'Move To Origin' option, the add-on will move each unique root empty node to origin when exporting, and move each unique root empty node back after exporting, but each unique root empty node itself will not be exported.
In this way, you can move all collection objects to origin when exporting, while keeping hierarchy and relative transform not changed. If there is no unique root empty node found in the collection, all the collection objects will be moved to origin when exporting, and move them back automatically after exporting.
Export To Single File
I recommend that you design animations in 'NLA Editor', in this way, you store animations into virtual tracks, while don't touch the original keyframe actions.
By default, the add-on only exports the active animation, if you want to export separate animations, you need to change active animations one by one, every time you export an animation.
If you want to export the active animation in 'Action Editor' instead of the active animation in 'NLA Editor', you must delete all tracks in 'NLA Editor', for 'NLA Editor' has higher priority than 'Action Editor'.
You usually don't need to bake animation before exporting, just export when you are ready.
If you find that the exported animation is not as the same as it in Blender, try baking animation before exporting, for baking animation can always fix various issues.
Export Multiple Actions
I recommend that you design animations in 'NLA Editor', in this way, you store animations into virtual tracks, while don't touch the original keyframe actions.
Version 4.5.1 supports exporting multiple animations into a single file, if you have one character with multiple animations, you can export all animations by changing the 'Animation Type' option to 'All Actions' or 'All NLA Tracks' when exporting. 'All Actions' means exporting from 'Action Editor', while 'All Tracks' means exporting from 'NLA Editor'.
If you want to get a concatenated action, you need to enable the 'Concatenate All' option as well, the exporter will concatenate all actions or all NLA tracks into a single action automatically, then export the single action into FBX file.
But exporting multiple animation actions has a few limitations:
- There should only be one armature in the scene.
- There should only be one mesh which has shape key animations in the scene.
-
You must arrange all shape key actions in the same order of corresponding armature animation actions.
- You must clear all incompatible actions from the 'Action Editor' before exporting.
You usually don't need to bake animation before exporting, just export when you are ready.
If you find that the exported animation is not as the same as it in Blender, try baking animation before exporting, for baking animation can always fix various issues.
Raw Keyframe
Version 6.0.0 supports importing and exporting basic raw keyframes, this means that you can modify animation and exchange modified animations between different 3d softwares now.
But there are some limitations:
1. It only supports mesh, empty node, camera, light and FK based meta rig, IK based advanced rig is not supported, for there are usually no raw keyframes on deform bones of an IK based advanced rig.
2. It always ignores the BEZIER handle information, so it will use the default BEZIER handle values when importing and exporting BEZIER interpolation.
In my test, though it works well in default mode, if you want to keep maximum compatibility, I recommend that you enable the 'Raw Keyframe' option and disable the 'Optimize For Game Engine' option when exporting; enable the 'Raw Keyframe' option and set the 'Rotation Mode' option to 'XYZ Euler' when importing.
Invoke The Add-on Via Python Script
To invoke the add-on via Python script, you need to get the full API of the current version, for the parameters may vary with different versions.
To obtain the full API, switch to ‘Python Console’ windows.
Type ‘bpy.ops.better_export.fbx’ and type the ’Tab’ key, Blender will auto-complete the full API of the exporter.
You need to fill the 'filepath' parameter, and invoke the command in Python script.
Type ‘bpy.ops.better_import.fbx’ and type the ’Tab’ key, Blender will auto-complete the full API of the importer.
You need to fill the 'filepath' parameter and the 'files' parameter, and invoke the command in Python script..
There are two examples:
bpy.ops.better_import.fbx(filepath="/Users/your name/Desktop/untitled.fbx", filter_glob="*.fbx;*.dae;*.obj;*.dxf;*.3ds", files=[{"name": "untitled.fbx", "path": "/Users/your name/Desktop/untitled.fbx"}], use_auto_bone_orientation=True, my_calculate_roll='None', my_bone_length=10, my_leaf_bone='Long', use_fix_bone_poses=False, use_fix_attributes=True, use_only_deform_bones=False, primary_bone_axis='Y', secondary_bone_axis='X', use_vertex_animation=True, use_animation=True, use_raw_keyframe=False, use_attach_to_selected_armature=False, my_animation_offset=0, use_animation_prefix=False, use_pivot=False, use_triangulate=False, my_import_normal='Import', use_auto_smooth=True, my_angle=60, my_shade_mode='Smooth', my_scale=1, use_optimize_for_blender=False, use_reset_mesh_origin=True, use_reset_mesh_rotation=True, use_edge_crease=True, my_edge_crease_scale=1, my_edge_smoothing='FBXSDK', use_detect_deform_bone=True, use_import_materials=True, use_rename_by_filename=False, use_fix_mesh_scaling=False, my_rotation_mode='QUATERNION', my_fbx_unit='cm', use_separate_collection=False)
bpy.ops.better_export.fbx(filepath="/Users/your name/Desktop/untitled.fbx", check_existing=True, filter_glob="*.fbx;*.dae;*.obj;*.dxf", my_file_type='.fbx', my_fbx_format='binary', my_fbx_version='FBX201800', my_fbx_axis='MayaZUp', my_fbx_unit='cm', use_selection=False, use_active_collection=False, use_visible=False, use_only_deform_bones=False, use_only_selected_deform_bones=False, use_vertex_animation=False, use_vertex_format='mcx', use_vertex_space='world', my_vertex_frame_start=1, my_vertex_frame_end=10, use_animation=True, use_raw_keyframe=False, use_timeline_range=False, my_animation_offset=0, use_apply_modifiers=True, use_include_armature_deform_modifier=False, use_triangulate=False, use_tangents=False, use_export_materials=True, use_raw_normals_and_raw_tangents=False, use_driver_based_shape_key=False, my_animation_type='Active', my_interpolation_type='Linear', use_concatenate_all=False, my_max_bone_influences='Unlimited', primary_bone_axis='Y', secondary_bone_axis='X', use_rigify_armature=False, use_rigify_root_bone=True, my_scale=1, use_optimize_for_game_engine=True, use_reset_mesh_origin=True, use_reset_mesh_rotation=True, use_only_root_empty_node=True, use_ignore_armature_node=True, use_edge_crease=True, my_edge_smoothing='FBXSDK', my_edge_crease_scale=1, use_separate_files=False, use_separate_collection=False, use_move_to_origin=False, my_material_style='Blender', use_embed_media=False, use_copy_texture=False, my_texture_subdirectory="textures", my_simplify_algorithm='0', my_simplify_keyframe_factor=1, use_unroll_filter=False, use_independent_animation_stack=False)
Detail Of The Parameters
The parameters in the importer:
Rotation Mode
You can chooce your favorite rotation mode.
The default parameter is 'Quaternion (WXYZ)'.
Normal
'Calculate' means that we don't use imported normals, we let Blender generate normals for us.
'Import' means that we use imported normals.
The default parameter is 'Import'.
FBX Unit
You can choose your favorite FBX unit from 'mm', 'dm', 'cm', 'm', 'km', 'Inch', 'Foot', 'Mile', and 'Yard'.
The default parameter is 'cm'.
Scale
If the imported 3d model looks too small or too large, you may change the value to let it have proper size.
The default parameter is 1.0.
Auto Smooth
Auto smooth (based on smooth/sharp faces/edges and angle between faces).
The default parameter is enabled.
Shading
How to render and display faces.
'Smooth' means that render and display faces smooth, using interpolated vertex normals.
'Flat' means that render and display faces uniform, using face normals.
The default parameter is 'Smooth'.
Angle
Maximum angle between face normals that will be considered as smooth.
The default parameter is 60.0 degrees.
Optimize For Blender
When enabled, make Blender friendly rotation and scale.
When disabled, keep original rotation and scale.
The default parameter is disabled.
Reset Mesh Origin
When enabled, reset mesh origin to zero when 'Optimize For Blender' is enabled.
When disabled, keep mesh origin when 'Optimize For Blender' is enabled.
The default parameter is enabled.
Reset Mesh Rotation
When enabled, reset mesh rotation to zero when 'Optimize For Blender' is enabled.
When disabled, keep mesh rotation when 'Optimize For Blender' is enabled.
The default parameter is enabled.
Automatic Bone Orientation
Automatically sort bones orientations, if you want to preserve the original armature, please disable the option.
The default parameter is enabled.
Primary Bone Axis
You can chooce your favorite primary bone axis.
The default parameter is 'Y'.
Secondary Bone Axis
You can chooce your favorite secondary bone axis.
The default parameter is 'X'.
Calculate Roll
Automatically fix alignment of imported bones’ axes when 'Automatic Bone Orientation' is enabled.
The default parameter is 'None'.
Bone Length
Bone length when 'Automatic Bone Orientation' is disabled.
The default parameter is 10.0.
Leaf Bone
There are two leaf bone styles - 'Long' and 'Short'.
'Long' means that the length of a leaf bone is equal to 1/1 of the length of its parent bone.
'Short' means that the length of a leaf bone is equal to 1/10 of the length of its parent bone.
The 'Long' style lets you easily select leaf bones, the 'Short' style make the armature looks more beautiful.
The default parameter is 'Long'.
Detect Deform Bone
When enabled, detect and setup deform bones automatically.
When disabled, does not detect and setup deform bones automatically.
The default parameter is enabled.
Note: If you are importing a pure armature which is not skinned by any meshes, please disable the option, otherwise, all bones will be wrongly setup as non-deform bones.
Fix Bone Poses
When enabled, try fixing bone poses with default poses whenever bind poses are not equal to default poses.
When disabled, does not try fixing bone poses with default poses whenever bind poses are not equal to default poses.
The default parameter is disabled.
Fix Attributes For Unity & C4D
When enabled, try fixing null attributes for Unity's FBX exporter & C4D's FBX exporter, but it may bring extra fake bones.
When disabled, nodes without any attributes will be ignored.
The default parameter is enabled.
Only Deform Bones
When enabled, imports only deform bones.
When disabled, imports all bones, include IK bones, deform bones, and control bones.
The default parameter is disabled.
Animation
When enabled, imports the armature, the animation action and shape key action.
When disabled, only imports the armature with bind pose and blend shapes.
The default parameter is enabled.
Raw Keyframe
Import raw keyframes for objects and FK based meta rig, if the animation in the FBX file is already baked keyframes, please set this option disabled.
The default parameter is disabled.
Attach To Selected Armature
When enabled, do not create a new armature, but attach the imported animation to an existing armature, two armatures must have exactly the same hierarchy.
When disabled, create a new armature and import the animation to the armature.
The default parameter is disabled.
Animation Offset
Add an offset to all keyframes.
The default parameter is 0.
Animation Prefix
When enabled, add object name as animation prefix.
When disabled, does not add object name as animation prefix.
The default parameter is disabled.
Vertex Animation
When enabled, imports vertex animation.
When disabled, does not import vertex animation.
The default parameter is enabled.
Import Materials
When enabled, import materials for meshes.
When disabled, does not import materials for meshes.
The default parameter is enabled.
Pivot To Origin
When enabled, apply rotation pivot to origin.
When disabled, does not apply rotation pivot to origin.
The default parameter is disabled.
Note: 'Pivot To Origin' only works correctly with static meshes.
Triangulate
When enabled, converts polygon to triangle.
When disabled, does not convert polygon to triangle.
The default parameter is disabled.
Rename By Filename
When enabled, rename imported meshes or armatures by their filenames, it only works when importing multiple files.
When disabled, does not rename imported meshes or armatures with their filenames, it only works when importing multiple files.
The default parameter is disabled.
Fix Mesh Scaling
Sometimes the evaluated scaling is wrong, we can try fixing the scaling with the stored local scaling.
When enabled, try fixing the scaling with the stored local scaling.
When disabled, does not try fixing the scaling with the stored local scaling.
The default parameter is disabled.
Smoothing Groups
How to generate smoothing groups.
The default parameter is 'Generate By FBX SDK'.
Edge Crease
When enabled, imports edge crease weights.
When disabled, does not import edge crease weights.
The default parameter is enabled.
Edge Crease Scale
Scale of edge crease weights.
The default parameter is 1.0.
Separate Collection
Import files into separate collections which collection names are the filenames.
The default parameter is disabled.
The parameters in the exporter:
File Type
You can choose FBX, DAE, OBJ or DXF to export.
The default parameter is 'FBX'.
Selected Objects
When enabled, exports selected and visible objects only.
When disabled, exports all objects in the scene.
The default parameter is disabled.
Active Collection
When enabled, exports only objects from the active collection (and its children).
When disabled, does not export only objects from the active collection (and its children).
The default parameter is disabled.
Visible Objects
When enabled, exports visible objects only.
When disabled, exports all objects in the scene.
The default parameter is disabled.
FBX Unit
You can choose your favorite FBX unit from 'mm', 'dm', 'cm', 'm', 'km', 'Inch', 'Foot', 'Mile', and 'Yard'.
The default parameter is 'cm'.
Scale
If the exported 3d model looks too small or too large, you may change the value to let it have proper size.
The default parameter is 1.0.
FBX Format
You can choose your favorite FBX format.
The default parameter is 'Binary'.
FBX Version
You can choose your favorite FBX version.
The default parameter is 'FBX_2018_00'.
FBX Axis
You can choose your favorite FBX Axis from 'MayaZUp', 'OpenGL', 'Unity', 'Unreal1', 'Unreal2'.
The default parameter is 'MayaZUp'.
Material Style
You can choose your favorite material style.
The default parameter is 'Blender'.
Embed Media
When enabled, embed all texture images into FBX file.
When disabled, does not embed any texture images into FBX file.
The default parameter is disabled.
Copy Textures
When enabled, if not embed media, copy texture images to user-defined subdirectory.
When disabled, does not copy texture images to user-defined subdirectory.
The default parameter is disabled.
Subdirectory
User-defined subdirectory in the same directory of the exported file.
The default parameter is "textures".
Note: If you use an empty string, the exporter will copy all the texture files into the same directory of the exported file.
Rigify Armature
When enabled, exports game-friendly armature for Rigify Auto-Rigging System.
When disabled, exports generic armature.
The default parameter is disabled.
Keep Root Bone
When enabled, keep the root bone when making game-friendly armature for Rigify Auto-Rigging System.
When disabled, does not keep the root bone when making game-friendly armature for Rigify Auto-Rigging System.
The default parameter is enabled.
Primary Bone Axis
You can chooce your favorite primary bone axis.
The default parameter is 'Y'.
Secondary Bone Axis
You can chooce your favorite secondary bone axis.
The default parameter is 'X'.
Only Deform Bones
When enabled, exports only deform bones.
When disabled, exports all bones, include IK bones, deform bones, and control bones.
The default parameter is disabled.
Only Selected Deform Bones
When enabled, exports only selected deform bones in 'EDIT' mode.
When disabled, exports all deform bones.
The default parameter is disabled.
Max Bone Influences
Maximum bone influences you can have per vertex.
2: Suitable for mobile game.
3: Suitable for mobile game.
4: Suitable for mobile game.
6: Suitable for desktop game.
8: Suitable for desktop game.
Unlimited: Suitable for generic animation.
The default parameter is Unlimited.
Animation
When enabled, exports the armature, the animation action and shape key action.
When disabled, only exports the armature with bind pose and blend shapes.
The default parameter is enabled.
Raw Keyframe
Export raw keyframes for objects and FK based meta rig, if you are exporting an IK based advanced rig, such as Rigify Auto-Rigging System, you must set this option disabled, for there are usually no raw keyframes on deform bones of an IK based advanced rig.
The default parameter is disabled.
Timeline Range
When enabled, exports animations in the timeline range.
When disabled, exports animations in their own ranges.
The default parameter is disabled.
Animation Offset
Add an offset to all keyframes.
The default parameter is 0.
Driver Based Shape Key
If the blend shapes are driven by bones, you need to enable this option.
The default parameter is disabled.
You can choose to export active animation, all actions, or all NLA tracks.
The default parameter is 'Active Animation'.
You can choose key interpolation type from 'Constant', 'Linear', and 'Cubic'.
The default parameter is 'Linear'.
Concatenate All
When enabled, concatenates all actions or all NLA tracks into a single action if 'Animation Type' is not 'Active Animation'.
When disabled, exports separate actions or separate NLA tracks if 'Animation Type' is not 'Active Animation'.
The default parameter is disabled.
Independent Animation Stack
When enabled, exports animations as independent animation stacks.
When disabled, does not export animations as independent animation stacks.
The default parameter is disabled.
Simplify Keyframe
You can choose from multiple keyframe simplification algorithms to simplify keyframes.
The default parameter is 'Do Not Simplify'.
Simplify Threshold
How much to simplify keyframe values (0.0 to disable, the higher the more simplified).
The default parameter is 1.0.
Unroll Filter
When enabled, fix unexpected sudden rolls.
When disabled, does not fix unexpected sudden rolls.
The default parameter is disabled.
Vertex Animation
When enabled, exports vertex animation.
When disabled, does not export vertex animation.
The default parameter is disabled.
Vertex Format
You can choose 'Maya(.mcx)' or '3ds Max(.pc2)' to export.
The default parameter is 'Maya(.mcx)'.
Vertex Space
You can choose 'Local Space' or 'World Space'.
The default parameter is 'World Space'.
Frame Start
The start frame of vertex animation.
The default parameter is 1.
Frame End
The end frame of vertex animation.
The default parameter is 10.
Optimize For Game Engine
When enabled, make game engine friendly rotation and scale.
When disabled, keep original rotation and scale.
The default parameter is enabled.
Reset Mesh Origin
When enabled, reset mesh origin to zero when 'Optimize For Game Engine' is enabled.
When disabled, keep mesh origin when 'Optimize For Game Engine' is enabled.
The default parameter is enabled.
Reset Mesh Rotation
When enabled, reset mesh rotation to zero when 'Optimize For Game Engine' is enabled.
When disabled, keep mesh rotation when 'Optimize For Game Engine' is enabled.
The default parameter is enabled.
Only Root Empty Node
When enabled, reset rotation and scaling only for the empty nodes at root hierarchy, ignore the empty nodes not at root hierarchy when 'Optimize For Game Engine' is enabled.
When disabled, reset rotation and scaling for all empty nodes when 'Optimize For Game Engine' is enabled.
The default parameter is enabled.
Ignore Armature Node
When enabled, does not export the armature node as a dummy node.
When disabled, exports the armature node as a dummy node.
The default parameter is enabled.
Export Materials
When enabled, export materials for meshes.
When disabled, does not export materials for meshes.
The default parameter is enabled.
Apply Modifiers
When enabled, apply all modifiers on mesh objects except armature deform ones, but all mesh objects with shape keys will be ignored.
When disabled, does not apply all modifiers on mesh objects.
The default parameter is enabled.
Include Armature Deform Modifier
When enabled, apply armature deform modifiers on mesh objects too when the 'Apply Modifiers' option is enabled.
When disabled, does not apply armature deform modifiers on mesh objects.
The default parameter is disabled.
Triangulate
When enabled, converts polygon to triangle.
When disabled, does not convert polygon to triangle.
The default parameter is disabled.
Tangents
When enabled, exports tangents, most game engines use tangents data, while other 3d softwares don't need tangents data.
When disabled, does not export tangents.
The default parameter is disabled.
Raw Normals And Raw Tangents
When enabled, exports raw normals and raw tangents, the FBX file will get larger, but the tangents will be loaded correctly into Unreal Editor due to a bug of its FBX importer.
When disabled, exports optimized normals and tangents, the FBX file will be smaller than exporting raw normals and raw tangents.
The default parameter is disabled.
Smoothing Groups
How to generate smoothing groups.
The default parameter is 'Generate By FBX SDK'.
Edge Crease
When enabled, exports edge crease weights.
When disabled, does not export edge crease weights.
The default parameter is enabled.
Edge Crease Scale
Scale of edge crease weights.
The default parameter is 1.0.
Separate Files
Export objects to separate files, suitable for simple scene.
The default parameter is disabled.
Separate Collection
Export visible and non-empty collections into separate files which filenames are the collection names, suitable for complicated scene.
The default parameter is disabled.
Move To Origin
When the 'Separate Files' option enabled, move all objects to origin when exporting, and move them back automatically after exporting; when the 'Separate Collection' option enabled, if there exists a unique root empty node, move the unique root empty node to origin when exporting, and move the unique root empty node back automatically after exporting, you can put all collection objects to a unique root empty node to keep hierarchy and transform, the unique root empty node will not be exported, if there is no unique root empty node found, move all objects to origin when exporting, and move them back automatically after exporting.
The default parameter is disabled.
License
The add-on is under a dual-license.
The Python code of this add-on is under the GPL license.
The add-on does not interact with FBX SDK, instead, it interacts with a universal text format I invented, which is elegant and plug-in friendly, supports all 3d softwares.
The product package also includes a command-line utility, which interacts with the universal format, and convert it to FBX format, or vise versa.
The command-line utility is written in c++, which links to FBX SDK to generate the binary file.
The add-on uses the command-line utility via a simple system call.
Note: The command-line utility is NOT under the GPL license.
The command-line utility respects Autodesk FBX SDK license, which requires the developer to put the following statement in the online document.
"This software contains Autodesk® FBX® code developed by Autodesk, Inc. Copyright 2014 Autodesk, Inc. All rights, reserved. Such code is provided “as is” and Autodesk, Inc. disclaims any and all warranties, whether express or implied, including without limitation the implied warranties of merchantability, fitness for a particular purpose or non-infringement of third party rights. In no event shall Autodesk, Inc. be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or otherwise) arising in any way out of such code."
All Products
Better Fbx Importer & Exporter - Blender Add-on
Voxel Heat Diffuse Skinning - Blender Add-on
Corrective Smooth Baker - Blender Add-on
Blender Game Development Tutorial - Blender e-Book
Mantis LOD Editor - Unity Editor Extension
Change Log
[2024-11-10]
Release version 6.0.5
- Fix 'Too Slow Animation Importing Speed' issue introduced in v6.0.0.
[2024-11-05]
Release version 6.0.4
- Fix 'Separate Collection' bug.
[2024-10-28]
Release version 6.0.3
- Support both 'Separate Files' option and 'Separate Collection' option.
[2024-10-12]
Release version 6.0.2
- Convert 'Curve, Surface, Font, Meta' with geometry node modifier to mesh automatically and export the converted mesh.
[2024-10-08]
Release version 6.0.1
- Convert 'Nurbs Surface' to mesh automatically and export the converted mesh.
[2024-09-22]
Release version 6.0.0
- Support 'Raw Keyframe' option.
[2024-09-12]
Release version 5.4.20
- Support 'Separate Collection' option.
- Drop 'Separate Files' option.
[2024-07-22]
Release version 5.4.19
- Support 'BLENDER_EEVEE_NEXT' render engine.
[2024-05-17]
Release version 5.4.18
- Add 'Key Interpolation Type' option.
[2024-04-25]
Release version 5.4.17
- Fix another 'Emission Strength' bug.
Release version 5.4.16
- Support 'Action Group'.
- Support 'FBX SDK 2020.3.7'.
[2024-04-06]
Release version 5.4.15
- Fix 'Emission Strength' bug.
[2024-04-04]
Release version 5.4.14
- Fix 'Empty Filepath For Packed File' bug.
[2024-03-21]
Release version 5.4.13
- Fix 'Armature Pose' bug.
[2024-03-08]
Release version 5.4.12
- Fix 'FbxNodeAttribute::eNurbsCurve' bug.
[2024-02-28]
Release version 5.4.11
- Add 'Export Materials' option.
-
Change the 'Tangents' option default to 'Disabled'.
[2024-02-06]
Release version 5.4.10
-
Add 'Tangents' option.
[2024-01-18]
Release version 5.4.9
- Fix 'Focus Length' bug.
- Add 'Pivot To Origin' option.
[2023-12-09]
Release version 5.4.8
- Fix 'Smooth Group' bug.
- Fix 'Action Name' bug.
[2023-12-05]
Release version 5.4.7
- Fix 'IndexError: list index out of range' issue in 'make_tangent_dic()' when exporting.
[2023-11-09]
Release version 5.4.6
- New 'Active Collection' option in the exporter.
- Fix various bugs in Blender 4.1.0 Alpha.
- Change 'Decay Type' of light to 'eNone'.
[2023-10-27]
Release version 5.4.5
- New 'Fix Mesh Scaling' option.
- Upgrade to FBX SDK 2020.3.4.
- Support Windows arm64.
[2023-10-18]
Release version 5.4.3
-
Fix 'Attach To Selected Armature' bug.
[2023-10-02]
Release version 5.4.2
- Fix 'Animation Prefix' bug.
-
New 'Attach To Selected Armature' option in the importer, load pure animations.
[2023-10-02]
Release version 5.4.1
-
Fix various bugs in Blender 4.0 beta.
[2023-09-18]
Release version 5.4.0
- New 'Godot Engine' material style, supports all the PBR channels in Godot Engine v4.1.1.
- Fix the 'Apply Modifiers' bug which was introduced since v5.3.5.
[2023-09-16]
Release version 5.3.8
- Fix 'Tiled UDIM Textures' issue.
[2023-09-10]
Release version 5.3.7
- Fix 'eye_master' issue of Rigify armature.
- Fix 'Non-Ascii Character' bug of vertex animation.
[2023-08-30]
Release version 5.3.6
- New 'Raw Normals And Raw Tangents' option in the exporter, which fixed the bug of the FBX importer of Unreal Editor.
- Increase the float precision to 8 digits.
[2023-08-25]
Release version 5.3.5
- New 'Driver Based Shape Key' option, supports exporting multiple driver based shape key actions or NLA tracks.
[2023-08-16]
Release version 5.3.4
- Fix the broken 'Edge Crease' and 'Face Map' APIs in Blender 4.0 alpha.
[2023-06-04]
Release version 5.3.3
- Support material linked to either 'DATA' or 'OBJECT'.
[2023-05-23]
Release version 5.3.2
- Fix 'Frame Rate' bug.
- Fix 'Invalid Vertex Group' bug.
[2023-04-01]
Release version 5.3.1
- Fix 'Shape Key Animation' bug for exporting Faceit rig.
[2023-03-25]
Release version 5.3.0
- Update to FBX SDK 2020.3.2.
[2023-03-11]
Release version 5.2.11
- Fix 'has_crease_edge' bug.
[2023-02-25]
Release version 5.2.10
- Add 'Visible Objects' option.
- Add 'Timeline Range' option.
[2023-02-14]
Release version 5.2.9
- Fix 'use_fake_user' bug.
- Fix another 'All NLA Tracks' bug.
[2023-02-13]
Release version 5.2.8
- Fix 'uv_layer.name' issue on Ubuntu.
- Fix 'All NLA Tracks' bug introduced since v5.2.5.
- Restore original selections after exporting.
[2023-02-12]
Release version 5.2.7
- Add 'Primary Bone Axis' and 'Secondary Bone Axis' options.
- Add 'Move To Origin' option.
[2023-01-06]
Release version 5.2.6
- Add 'Independent Animation Stack' option.
- Add 'Only Root Empty Node' option.
[2023-01-02]
Release version 5.2.5
- Fix 'All NLA Tracks' bug.
- Fix 'Animation Length' bug.
[2022-12-07]
Release version 5.2.4
- Solve the 'Bone Length' problem when not using 'Automatic Bone Orientation'.
- Fix 'use_customdata_edge_crease' bug in Blender 3.4 or later versions.
[2022-11-05]
Release version 5.2.3
- Fix 'Normal' bug in Blender 3.3.x.
[2022-10-27]
Release version 5.2.2
- Fix 'Copy Texture' bug.
[2022-10-21]
Release version 5.2.1
- The 'FBX Axis' option has more options, including Unity Editor compatible axis and Unreal Editor compatible axis.
[2022-10-20]
Release version 5.2.0
- Add 'FBX Unit' option.
- Add 'Reset Mesh Rotation' option.
- Set 'Scale' to 1.0 by default.
[2022-10-14]
Release version 5.1.6
- Fix the 'Camera FOV' bug.
- Update to FBX SDK 2020.3.1.
[2022-09-29]
Release version 5.1.5
- Fix 'UVSet Name' bug.
[2022-09-12]
Release version 5.1.4
- Fix 'No extension' bug.
[2022-08-26]
Release version 5.1.3
- Fix 'Wrongly export IK bones when only deform bones option enabled' bug.
- Support 'Metallic Factor', 'Specular Factor', and 'Roughness Factor'.
- Support multiple 'Simplify Keyframe' methods.
- Drop supporting for Blender 2.79, support Blender 2.82 or later versions.
[2022-08-03]
Release version 5.1.2
- Add 'Unroll Filter' option in the exporter.
[2022-07-29]
Release version 5.1.1
- Exports Tangents and Binormals.
[2022-07-03]
Release version 5.1.0
- Supports 'FocalLength' animation of camera.
- Supports 'FocusDistance' animation of camera.
[2022-06-29]
Release version 5.0.11
- Add 'Detect Deform Bone' option in the importer.
[2022-06-23]
Release version 5.0.10
- Apply 'Unroll Filter' to rotation curve in the exporter.
[2022-04-28]
Release version 5.0.9
- Add 'Animation Prefix' option in the importer.
[2022-04-25]
Release version 5.0.8
- Fix 'None Attribute' bug for Auto CAD.
[2022-04-24]
Release version 5.0.7
- Fix 'Generated Image' bug.
[2022-04-11]
Release version 5.0.6
- Fix 'Color Space' bug.
- Fix 'nan(ind)' bug.
[2022-04-08]
Release version 5.0.5
- Fix 'Comma in material name' bug.
[2022-04-06]
Release version 5.0.4
- Fix the 'Custom Property Of Empty Node' bug.
[2022-03-22]
Release version 5.0.3
- Fix the 'Normal Mess in OBJ format' bug.
[2022-03-20]
Release version 5.0.2
- Fix the 'Exporting NLA tracks animation' bug introduced since v4.5.6.
[2022-03-16]
Release version 5.0.1
- Support exporting packed textures.
- Add 'Copy Textures' and user-defined 'Subdirectory' option.
[2022-03-14]
Release version 5.0.0
- Supports exporting game-friendly armature from Rigify Auto-Rigging System.
[2022-03-12]
Release version 4.6.3
- Fix 'Frame Rate' bug in Blender 3.1/3.2.
[2022-03-10]
Release version 4.6.2
- Improve performance.
[2022-03-08]
Release version 4.6.1
- Improve performance.
[2022-03-02]
Release version 4.6.0
- Fix 'Multiple Layers' bug.
[2022-02-17]
Release version 4.5.6
- Add 'Animation Offset' option.
[2022-02-15]
Release version 4.5.5
- Fix 'Multiple Vertex Color' bug.
[2022-02-11]
Release version 4.5.4
- Fix 'Frame Rate' bug.
[2021-10-01]
Release version 4.5.3
- Supports importing and exporting within multiple Blender instances simultaneously.
- Fix 'reset_all_armatures' bug.
- Fix 'context.scene.objects' bug.
- New 'Fix Bone Poses' option in the importer, try fixing bone poses with default poses whenever bind poses are not equal to default poses.
[2021-09-29]
Release version 4.5.2
- Fix 'Daz Studio' bug.
- Fix 'Emissive Color' bug.
[2021-09-23]
Release version 4.5.1
- New 'Animation Type' option in the exporter, you can choose to export active animation, all actions, or all NLA tracks.
[2021-09-10]
Release version 4.5.0
- Supports importing PBR material from 3ds Max & Maya.
[2021-09-09]
Release version 4.4.3
- Fix 'Overlapping materials in two layers' warning in Unity.
[2021-09-07]
Release version 4.4.2
- Expand the 'Material Style' option, you can export PBR materials to Unity Engine & Unreal Engine directly.
[2021-09-02]
Release version 4.4.1
- Add 'Material Style' option, you can choose to export AutoDesk compatible materials or Unreal Engine compatible materials.
[2021-08-31]
Release version 4.4.0
- Supports importing and exporting ten kinds of texture images.
[2021-08-25]
Release version 4.3.2
- Fix 'Blend Shape Name' bug in the importer.
- Set 'Import' as the default value of 'Normal' in the importer.
- Set 'By FBX SDK' as the default value of 'Smoothing Groups' in the importer.
- Set 'By FBX SDK' as the default value of 'Smoothing Groups' in the exporter.
[2021-08-20]
Release version 4.3.1
- Supports 'Rotation Mode' in the importer.
[2021-08-19]
Release version 4.3.0
- Supports embedding media to FBX file.
- Supports simplifying keyframe values.
[2021-08-06]
Release version 4.2.13
- No longer need to clear all tracks when exporting all actions.
[2021-07-30]
Release version 4.2.12
- Fix 'Overlapping materials in two layers' warning in Unity.
[2021-07-27]
Release version 4.2.11
- Fix 'Smoothing Groups' warning in UE4.
[2021-07-23]
Release version 4.2.10
- Supports 'hide_viewport'.
[2021-07-22]
- Supports exporting multiple generic animations.
- Fix another small bug when exporting all actions.
[2021-07-20]
Release version 4.2.9
- Concatenate all actions into a single action when exporting all actions.
- Fix a small bug when exporting all actions.
[2021-06-29]
Release version 4.2.8
- Support FBX SDK 2020.2.1.
- Fall back to FBX SDK 2020.1.1 on macOS 10.9-10.12 and Ubuntu 2018 LTS.
[2021-06-28]
Compatible with macOS Mavericks and Ubuntu 2018 LTS.
[2021-06-27]
Compatible with macOS High Sierra.
[2021-06-26]
Release version 4.2.7
- Reset 'matrix_parent_inverse' by default.
[2021-06-21]
Release version 4.2.6
- Fix 'Multiple FBX Layers' bug.
[2021-06-20]
Release version 4.2.5
- Fix 'Exporting for FBX 6.0' bug.
[2021-06-18]
Release version 4.2.4
- Add 'Smoothing Group' option.
[2021-06-05]
Release version 4.2.3
- Add 'FBX Axis' option to the exporter.
[2021-05-24]
Release version 4.2.2
- Support UDIM mapping.
- Fix 'Optimize For Blender' bug for dummy nodes.
[2021-05-20]
Release version 4.2.1
- Add 'Separate Files' option to the exporter.
You can export to separate files by object name.
[2021-05-19]
Release version 4.2.0
- Add 'Reset Mesh Origin' option to the importer.
- Fix 'Multiple Normal Set' bug.
- Fix 'Multiple Vertex Color Set' bug.
[2021-05-16]
Release version 4.1.11
- Fix the 'Auto Key Overwrite' bug.
- Fix the 'Import Normal Shading' bug.
[2021-05-13]
Release version 4.1.10
- Fix the 'Scale of dummy node' bug which introduced in v4.1.9.
[2021-05-10]
Release version 4.1.9
- Import basic IK chains from Maya.
- Improve 'Hard edge detect' algorithm.
- Fix 'Scale of dummy node' bug.
[2021-04-20]
Release version 4.1.8
- Fix 'Comma in object name' bug.
- 'Rename By Filename' apply to both meshes and armatures.
- Compatible with Ubuntu 2018 LTS.
[2021-04-08]
Release version 4.1.7
- Add 'Import Materials' option.
- Add 'Rename By Filename' option.
[2021-03-23]
Release version 4.1.6
- Fix Normal island issue.
- Fix Color island issue.
[2021-03-22]
Release version 4.1.5
- Fix UV island issue.
[2021-03-03]
Release version 4.1.4
- Fix interface bug on Blender 2.93.
- Fix 'mode_set.poll()' bug for hidden armature.
[2021-03-02]
Release version 4.1.3
- New install method.
[2020-12-22]
Release version 4.1.2
- Upgrades FBX SDK to 2020.2.
- Supports Apple M1/Silicon CPU.
- Supports importing and exporting edge crease weights.
- Supports 'Apply Modifiers' on mesh objects.
Special thanks to Tsukasa YAMATO, the famous Zbrush plugin creator from Japan, without his help, the Zbrush workflow will not be born.
[2020-10-22]
Release version 4.1.1
- Fix 'Export driver based blend shape animation' bug.
[2020-10-15]
Release version 4.1.0
- Add 'Presets' menu.
- Rename menu item.
- Fix 'Custom Property' bug.
[2020-10-14]
Release version 4.0.3
- Fix 'Light Power' bug.
- Fix 'Camera Lens' and 'Camera FOV' bug.
[2020-09-26]
Release version 4.0.2
- Add 'Optimize For Blender' option.
[2020-09-25]
Release version 4.0.1
- Fix compatibility for Unity when exporting with 'Ignore Armature Node' disabled.
[2020-09-20]
Release version 4.0.0.
- Supports importing multiple files.
- Supports exporting multiple animation actions.
- Supports triangulate when importing and exporting.
[2020-09-17]
Release version 3.8.3
- Fix null attributes for Unity's FBX exporter and C4D's FBX exporter when importing.
- Keep non-existing texture filename when importing.
[2020-09-14]
- Fix 'Blend shape name' bug when importing into Maya and C4D.
- Upgrade to FBX SDK 2020.1.1.
[2020-08-13]
Release version 3.8.2.
- Fix '-nan(ind)' bug.
[2020-08-12]
Release version 3.8.1.
- Fix 'Mesh with zero polygons' bug.
[2020-07-21]
Release version 3.8.0.
- Add 'Reset Mesh Origin' option to the exporter.
- Fix 'Empty node rotation and scale' issue.
[2020-07-18]
Release version 3.7.13.
- Fix 'No alpha channel' bug in Blender 2.79.
[2020-07-15]
Release version 3.7.12.
- Ignore double faces.
- Upgrade to FBX SDK 2020.1.
[2020-07-07]
Release version 3.7.11.
- Fix 'Alpha channel lost' bug.
- Fix 'Scale of empty root node' bug.
- Fix 'Shape key driven by bone' bug.
- Supports 'Custom Properties'.
[2020-06-15]
Fix rotation bug when importing DAZ characters.
[2020-06-11]
Release version 3.7.10.
- Import Motion Builder armature correctly.
[2020-05-31]
Release version 3.7.9.
- Fix scale issue.
- Portable path.
[2020-05-12]
Release version 3.7.8.
- Fix non-ascii character bug on Windows.
[2020-04-23]
Release version 3.7.7.
- Fix 'Path contains non-ascii character' bug on Windows platform.
- Revert 'Optimize For Game Engine' to enabled by default.
- Add 'Ignore Armature Node' option.
[2020-03-18]
Fix instance material bug.
'Optimize For Game Engine' is disabled by default.
[2020-03-16]
3ds Max and Maya compatible light.
Fix matrix precision bug.
[2020-03-14]
3ds Max and Maya compatible camera.
[2020-03-12]
Add 'Optimize For Game Engine' option.
Fix fail to import pure shape key bug.
[2020-03-10]
Add 'Fix Camera Rotation' option for 3ds Max and Maya.
[2020-03-08]
Fix a potential bug when exporting with 'Only Deform Bones'.
[2020-03-06]
Release version 3.7
- Supports Autodesk vertex animation.
- Fix animation take length bug.
[2020-02-23]
Release version 3.6
- Supports exporting FBX, DAE, OBJ and DXF files.
- 'Calculate Roll' option.
[2020-02-18]
Release version 3.5
- Supports importing FBX, DAE, OBJ, DXF and 3DS files.
- Better retarget-able armature for Unity and Unreal Engine.
[2020-02-15]
Release version 3.3
- 'Auto Bone Orientation' option.
- Export Unity style armature.
- Fix various bugs.
[2020-02-11]
Release version 3.2.1
- Supports light energy.
[2020-02-10]
Release version 3.2
New features:
- Supports camera
- Supports lights
[2020-02-09]
'Only Selected Deform Bones' supports generic armatures.
Update the document in the product.
[2020-02-07]
Release version 3.0
New features:
- Supports mesh instances.
- Supports generic node transform animation.
- Additional importing options.
[2020-02-01]
Fix a bug when exporting character with shape keys.
[2019-12-14]
Fix a bug introduced in the last version.
[2019-11-29]
Import all bones by default.
[2019-11-28]
Fix 'Armature hierarchy broken by unused bones' bug.
Remove version 1.0.
[2019-11-25]
Upgrade to FBX SDK 2020.0.
Add 'FBX Format' option.
[2019-11-21]
Fix potential 'Null Name' bug.
[2019-11-11]
Fix importing error when normals are per vertices.
Fix flipped normal issue when calculated by Blender.
[2019-11-06]
Mark sharp edges.
[2019-11-05]
Fix 'Imported Normals' bug.
[2019-10-10]
Fix 'Found the same (BMVert) used multiple times' bug.
[2019-10-07]
Fix a potential bug of shader editor.
Add 'Auto Smooth', 'Angle' and 'Shading' option.
Import to active collection in Blender 2.8.
[2019-10-06]
Release version 2.0.
Supports dummy nodes.
[2019-09-30]
Add 'Max Bone Influences' option.
[2019-09-26]
Fix 'face already exists' bug.
[2019-09-17]
Supports NLA animation.
[2019-08-10]
Fix code-sign issue on macOS.
[2019-08-08]
Export bind pose for meshes.
Export relative path for textures.
[2019-08-05]
Fix face map singleton bug in Blender 2.8.
Fix base color bug for Cycles Renderer and Eevee Renderer.
[2019-07-31]
Fix a bug when 'Only Selected Deform Bones' is enabled and 'Animation' option is disabled at the same time.
[2019-07-30]
Add 'Only Selected Deform Bones' option.
Fix wrong user defined bones function name in Blender 2.8.
[2019-07-28]
Fix type annotation warning in Blender 2.8.
[2019-07-27]
Fix a bug when exporting only parts of deform bones.
[2019-07-26]
Change license to 'GPL'.
[2019-07-25]
Add 'Fix Hint' option.
Add missing eyes bones.
[2019-07-24]
Initial version.
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