Mudbox supports the Autodesk® FBX® file format for data exchange between 3D applications.
FBX is a conversion technology that enables the acquisition and exchange of 3D models and related assets and media from a
variety of sources more quickly and easily.
FBX supports a broader range of entities between Mudbox and other applications in many cases than the older OBJ file format.
For a comparison of supported model file formats, see Model file formats.
FBX plug-ins are available for Autodesk® Maya® and Autodesk® 3ds Max® software, and is also supported by Autodesk® MotionBuilder®. Autodesk® Softimage® supports FBX through its Autodesk® Crosswalk plug-in features.
NoteTo import and export FBX files in other Autodesk 3D applications you must first install and then load the FBX plug-in appropriate
to your application and version. To download the most current FBX plug-ins for your Autodesk application, see
http://www.autodesk.com/fbx-downloads.
Open or import an FBX file
- Select or and set the to , and select the file you want to import. For more import options, see Import a model.
- For information on how entities appear in the after FBX import, refer to the table below.
Note
Mudbox does not support file, attribute, or directory paths that use double-byte characters in the names (such as found in
Japanese, Korean, Chinese languages). Text strings should be restricted to single byte characters only (Latin alphabet). Using
text strings that contain double-byte (extended ASCII) characters may result in an error or data loss.
FBX features supported for import
The following table describes the entities that Mudbox supports via FBX and whether they are supported or converted when imported
to Mudbox from other applications.
Feature |
.FBX |
Maya |
3ds Max |
Polygonal meshes
- Grouping hierarchies - Model hierarchies that exist in a Maya or 3ds Max file are collapsed when the mesh is imported to Mudbox using FBX. Top
level transformations and pivot points on the mesh are retained.
- Mesh smoothing - Any edge smoothing () or smoothing group () information is not retained when the FBX file is imported to Mudbox.
|
V
|
V
|
V
|
UV texture coordinates
- Only one UV set is supported for import by Mudbox; the first UV set.
|
V
|
V
|
V
|
Quick Select sets / Selection Sets
- (Maya) Quick Select sets and Selection Sets appear in the within Mudbox when the FBX file is imported to Mudbox.
- (Max) Selection Sets appear in the within Mudbox when the FBX file is imported to Mudbox.
|
C
|
C
|
C
|
Cameras
- (Mudbox) - After import to Mudbox, right-click the new camera that appears in the and select . You can lock the imported cameras to prevent accidental dollying, tumbling, and so on.
- (Maya) - FBX only exports the non-default cameras from Maya. The default persp, top, front, and side cameras are ignored. If you
are exporting your scene using FBX and want to retain the default camera related information when you import it to Mudbox, you must first select
and duplicate the default Maya perspective (persp) camera (, ), and then select the duplicated version prior to exporting your FBX file.
- (Maya) - Maya cameras match better in Mudbox if the camera attribute is set to prior to exporting an FBX file from Maya.
|
C
|
C
|
C
|
Image planes
- (Mudbox) - Image planes are an attribute of cameras that get exported with the cameras when exporting an FBX file. After import to
Mudbox, right-click the new cameras that appear in the and select to view the image planes. You can lock the cameras associated with the image planes to prevent accidental misalignment.
- (Maya) - If you are need to export image planes with cameras from your scene using FBX you must first select and duplicate the orthographic cameras associated with the image planes (, ), and then select the duplicated version prior to exporting your FBX file. In addition, setting the attribute to in the section of the attributes will ensure a better match when imported to Mudbox.
- (Maya) - Maya provides an option to either embed or reference the images associated with an image plane when exporting as FBX.
|
C
|
C
|
X
|
Blend Shapes (Maya)
Morph Targets (3ds Max)
- (Maya) - The vertex position information contained in a blend shape target is converted to a sculpt layer when transferring between
Maya and Mudbox via FBX. The Weight attribute on the blend shape becomes the property on the sculpt layer when the FBX file is imported.
|
C
|
C
|
C
|
Shading material
- By default, any assigned materials and textures that exist in an FBX file are automatically imported into Mudbox with the
mesh. If you do not want materials and textures to be imported with the mesh, turn off the preference (). The default Mudbox Material is assigned when this preference is turned off.
- The selected object's shading material is converted to a material with an equivalent appearance when exported from the 3D
application using FBX. Material attributes that are supported by Mudbox when importing an FBX file are: Diffuse, Specular,
Gloss, Bump Map, Incandescence, Reflection Mask, Reflection Map, Reflection Strength.
|
C
|
C
|
C
|
Material textures
- Textures assigned to the selected objects shading material, including layered textures (3ds Max refers to these as composite
textures) are imported as discrete paint layers when the FBX file is imported to Mudbox (see supported shading material attributes
described above). The textures are assigned to the equivalent paint layer channel in Mudbox.
- Layer blend mode attributes for layered (composite) textures are supported to a limited extent with FBX import. The , , and blend mode settings are supported. Any other blend mode settings that exist for the layered textures are set to blend mode when an FBX file is imported to Mudbox.
|
C
|
C
|
C
|
Joints
- Prior to exporting your model from Maya or 3ds Max, ensure that the FBX export options are set so they export the skeleton
and skin weighting data with the model. For example, in Maya the window, ensure that the preference setting has options turned on, and that the options are also turned on.
- Joints and skin clusters (joint weights) are imported with the model when the FBX file is imported to Mudbox (provided the
preference is turned on). This data can be used in conjunction with the Pose tools for posing and deforming models. For more
information, see Posing overview.
- Vertices can be influenced by a maximum of four joints in the joint hierarchy (the four strongest influencing joints). Beyond
that, the imported weight information is ignored. To ensure that joint weights transition smoothly for imported models, the
preference can be adjusted as required. For more information, see FBX preferences.
- Joint hierarchies where meshes have been parented into a joint are not supported. For more information, see Troubleshoot posing.
- Portions of a mesh may not display in the if the number of joints exceeds a specified maximum amount. This limitation only affects the mesh when using the pose tools,
and is not apparent when sculpting or painting. The mesh can still be posed but you’ll need to select either a paint or sculpt
tool to view the entire mesh. The maximum number of joints a mesh can have before display limitations occur is dependent on
your computer’s graphics card: NVidia: 256; ATI: 75. For more information, see Troubleshoot posing.
|
C
|
C
|
C
|
V - Perfect compatibility
C - Data has been converted or interpolated to yield results that are functionally equivalent.
X - Entity is not supported and is ignored
|
Loading the FBX plug-in for Maya or 3ds Max
import and export functionality is embedded within Mudbox. However, to export files from or you must first ensure that the plug-in for your application is installed and loaded in the application so FBX appears as an option in the application’s
import/export browser windows.
Once installed, you load the plug-ins as follows:
- In , select . In the window, ensure that the fbxmaya.mll plug-in is set to Loaded. (Turning on Autoload will ensure it loads automatically each time Maya is launched). Close the
Plug-in manager window. Maya is now ready to read and write FBX files.
- FBX plug-ins that are installed for are automatically loaded whenever the application is launched. In the event that the FBX import and export features do not
appear in , select . In the window that appears ensure that the FBXMax.DLU plug-in is set to be loaded and close the window. 3ds Max is now ready to read and write FBX files.