Mudbox supports the Autodesk®
FBX® file format for data exchange between 3D applications. FBX
supports a broader range of entities between Mudbox and other applications
in many cases.
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 plug-ins are available for Autodesk® Maya® and Autodesk® 3ds
Max® software, and is also supported by Autodesk® MotionBuilder®
and Autodesk® Softimage® using the Autodesk® Crosswalk software.
NoteFBX files exported
from Maya 2011 are not compatible with Mudbox versions earlier than
Mudbox 2011 unless an earlier FBX version is specified in the FBX
export options.
Export a Mudbox model using
FBX
- Ensure that your model has the Mudbox Material assigned
as its shading material.
- Sculpt and paint on it.
- Set the subdivision level on the model
as you want the mesh to be exported. For more information, see
Display a different subdivision level.
- If you want sculpt layers to be exported
as blend shapes, you must first turn on the Export
Layers as Blendshapes preference in the Preferences window.
Only sculpt layers associated with the current subdivision level
are exported as blend shape/morph targets in the FBX file.
- In the Select/Move Tools tray,
select the Objects tool and select the
items to export.
- Select File > Export Selection...
A file browser window appears.
- Specify a directory path, file name,
and set the Save As Type to Autodesk
Fbx before clicking Save.
Mudbox features supported
for FBX export
The following table describes
the entities that Mudbox supports via FBX and whether they are fully
supported or converted when imported by FBX supported applications.
Mudbox feature |
.FBX |
Maya |
3ds Max |
Polygonal meshes
- Only the current subdivision level is
exported when exporting a mesh from Mudbox using FBX. Any sculpt layers
not locked to that subdivision level are baked into the resulting
mesh when it gets exported. The current subdivision level becomes
the base level for the exported mesh. If you want to preserve the
separate sculpt layers, turn on the Export Sculpt Layers
as Blendshapes preference in the Preferences window.
For more information, see
FBX.
|
V
|
V
|
V
|
UV texture coordinates
- Only one UV set is currently supported
and exported by Mudbox via FBX.
|
V
|
V
|
V
|
Paint layers
- When a Mudbox scene is exported using
FBX, a subdirectory titled <filename>.fbx-files is
created to store any associated paint layers (textures). If you
prefer that the FBX file reference the paint layers (textures) in
the same directory as the .MUD scene (<filename>-files),
turn on the Reference Textures from .MUD File preference
within the preferences window. For more information, see
FBX preferences.
- By default, any paint layers that exist on
a model being exported (including the background color) are saved
as discrete textures when exporting from Mudbox using the FBX format.
If the 3D application supports it, the textures usually appear as
layered textures on the model's shading material. For example, within
Maya, the Mudbox paint layers will appear within the shading material
as layered textures.
- Layer blend mode attributes for layered
(composite) textures are supported to a limited extent for export.
The Normal, Multiply,
and Add blend mode settings are
exported with the material. Any other layer blend mode properties
that are set for any layered textures in the file are set to Normal when
an FBX file is exported from Mudbox. When this occurs, the following
warning is displayed: “Paint Layer Blend Mode: <blend mode name> is
not supported in FBX, it will be converted to the Normal blend mode”.
- If the Flatten Paint Layers
On Export preference is turned on when exporting (see
below), the resultant flattened texture will look correct regardless
of the blend mode settings.
- Some 3D applications do not universally
support multiple layered textures within a single texture channel.
In these circumstances, turning on the Flatten Paint Layers
On Export preference is recommended. This causes the
paint layers to be merged into one texture per channel during export.
The flatten operation also includes the background color for the
material.
- Normal Map channels that contain multiple
paint layers (and have the Preview As Paint Layer property turned
on) will automatically be flatened to one paint layer when exported
as FBX. This occurs because some 3D applications do not support
the rendering of multiple normal map channels in a material.
- Bump/Displacement Map channels that contain
multiple paint layers (and have the Preview As Bump Layer property
turned on) will automatically be flattened to one paint layer when
exported as FBX. This occurs because some 3D applications do not
support the rendering of multiple normal map channels in a material.
|
C
|
C
|
C
|
Default shading material
- The default shading material is converted
to a material with an equivalent appearance.
- Material attributes that are written out
by Mudbox when exporting an FBX file are: Diffuse, Specular, Gloss,
Bump Map, Normal Map, Incandescence, Reflection Mask, Reflection
Map, Reflection Strength.
|
C
|
C
|
C
|
Sculpt Layers
- The Export Layers As Blendshapes preference
must be turned on for sculpt layers to be exported as blendshapes.
Sculpt layers are converted to blend shape targets (Maya) or morph
targets (3ds Max) when transferring between Mudbox and these 3D
applications via FBX For more information, see
FBX.
- Keep in mind that sculpt layers are locked
to a specific subdivision level, so only the sculpt layers locked
to the currently active subdivision level will be exported as blend shape
targets. Any other sculpt layer information that exists on any other
subdivision levels gets baked into the base mesh when exported using
FBX and not exported as a blendshape.
- The Lock property
on a sculpt layer is ignored by FBX.
- Any layer masking that exists in a Mudbox
file is baked into the blend shape target/morph target when exported
as an FBX file.
- When the Visibility property for
a sculpt layer is turned off, the blend shape target’s weight is
set as zero in the FBX file.
- Export layers as blendshapes works on
selected faces.
|
C
|
C
|
C
|