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
- Click File in the top menu bar.
- Click Export then select the FBX file to be converted.
- Select what data to include in the Export window.
- Select the path to save.
- Exported file will be saved in the set path.
Components
FBX Export Option
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Smooth
This function extracts a softer surface similar to the Smoothing option in the 3D menu. -
Thickness
This function reflects the thickness set for surfaces similar to the Thickness option in the 3D menu. Disabling Thickness extracts all surfaces thinly. -
Export Avatar
This function is for extracting avatars that were worked on. Disabling the avatar extracts the file without the avatar, similar to disabling Show Avatar in 3D (UI Panel > Avatar). -
Scale UV into 1x1
This function exports the UV mesh in (1,1) coordination.
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.
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. -
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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