Special Note on Face FBX Export (New for 5.5)

Morphing Data to 3D Authoring Tools

The blending meshes you added in the Morph List of 3DXchange are taken as Target Shapes. After you export the characterized character to an FBX file, these target shapes are exported as well, which will tremendously increase the size of the exported file.

  1. Load a character with morphing animations of the face or the entire body to 3DXchange (in this case, a crocodile).
  2. The target shapes are listed in the Morph List box.
  3. The blending combinations are defined via the Expression Editor (take the first group in the Custom tab for example).

    The four thumbnails in the first group are combinations of different weights of the blending to the target shapes (morph-based only).

  4. Export the character in FBX format. In addition to the bone-based animations, the morph-based blending results and blend shapes are included into the FBX as well.
  5. Load the character to an external 3D authoring tool, such as Maya or 3ds Max.
  6. The blend shapes (in step 2) are brought into the tool as well.

    The blend shapes are brought into the Channel Box panel in Maya.

    The blend shapes are brought into the Channel List panel in 3ds Max.

  7. The blending combinations (in step 3) are listed as well.
  8. For downsizing the FBX file, you may optionally delete the target shapes if you are satisfied with the blending results and you do not want to further adjust in the external 3D tool.
    Maya: 3ds Max:

Morphing Data Omission in Unity