FBX Export

  • Updated

Overview

Files in z-weave can be extracted by converting to FBX format**,** which is a 3D file commonly used in 3D software.

Location

Menu Bar > File > Export > FBX

Operation Method

Export FBX

  1. Click File in the top menu bar.
  2. Click Export, then select the FBX file to be converted.
  3. Select what data to include in the Export window.
  4. Select the path to save.
  5. The exported file will be saved in the set path.

Operation Method  Export FBX  Click File in the top menu bar.

Components

FBX Export Option

Components  FBX Export Option

  • Smooth

    This function reflects the surfaces smoothly. The output is similar to turning on the Smoothing option in the 3D Viewing Toolbar.


  • Thickness

    This function reflects the Thickness for each Surface. The output is similar to turning on the Thickness option on the 3D Viewing Toolbar. When Thickness is unchecked, every Surface will be exported thin.


  • Export Avatar

    This function exports the Avatar together with the file. When Avatar is unchecked, the output is similar to unchecking Show Avatar in 3D via Side panel > Avatar.


  • Export accessories

    This function exports accessories such as buttons, logos, and stitches along with the files. If the "Accessories" option is unchecked, the file will be exported without the accessories.


  • Scale UV into 1x1
    This function exports the UV mesh in (1,1) coordinates.
    Scale UV into 1x1
This function exports the UV mesh in (1,1) coordinates.
    When it is turned on, UV is exported to fit in the (1,1) coordinates and ignores the fabric placer. On the other hand, when it is turned off, UV does not fit in (1,1) coordinates, and UV size changes depending on the size of the fabric placer applied.
    When it is turned on, UV is exported to fit in the (1,1) coordinates and ignores the fabric placer. When it is turned on, UV is exported to fit in the (1,1) coordinates and ignores the fabric placer.
    The UV layout follows the z-weave 2D layout. So we recommend placing the pattern according to the square ratio if you use this option.
    The UV layout follows the z-weave 2D layout.

  • Split mesh
    This function extracts the meshes for a surface's front, back, and sides separately.
    Split mesh This function extracts the meshes for a surface's front, back, and sides separately.

    When this option is enabled, each face's front, back, and side meshes are extracted separately. The separated meshes can be assigned different materials.

    If the option is turned off, the result is a single, non-separated mesh that cannot have different materials assigned to each side and will use a common material.

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