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Write FBX

For a handoff to a DCC package where the rig has to survive, FBX is the format and this is the node. It goes out through the bundled FBX SDK.

Write FBX node

The Write FBX node

When to use it

For a handoff to a DCC package where the rig has to survive, FBX is the format and this is the node. It goes out through the bundled FBX SDK.

How to use it

  1. 1

    Connect a mesh to the Mesh input pin

  2. 2

    Tweak axis / scale / ASCII settings on the details panel

  3. 3

    Click Write FBX — choose a destination, file is written

Pins

Pin Type Description
Mesh Mesh The mesh to save. Bones, skin weights, UVs and materials all come through.

Settings

Setting Type Description
Coordinate System Choice Handedness written into the file's header, so the app opening it knows which way round the mesh is meant to be.
Front Axis Choice Which axis the file should call forward.
Up Axis Choice Which axis the file should call up. Set it to Y for Maya, leave it on Z for anything coming back into Unreal.
Scale Number Multiplies every vertex position on the way out. Leave it at 1 to keep the mesh at the size it is here.
Export As ASCII True/False Writes readable text instead of binary. Handy when you need to look inside the file, but it runs about five times bigger.
Vertex Colors Choice What goes into the vertex-colour layer: the mesh's own colours, one flat colour per material section (the same colours the sculpt viewport shows in Section Colors), or nothing.