Texture exporting is really wasteful in its current fashion.
This is from both iClone 7 directly and 3DXchange as well. Same behavior in both.
Issue one: - When I export an FBX file of any sort, it creates a .fbm folder with all of the textures in there. Awesome. - However, it also exports a hierarchical folder tree of textures in a folder called "textures." This is a lot less awesome, and makes unity import take extra long, for instance.
Issue two: - Even when I'm not exporting any geometry, it's still exporting the textures.
Issue three: - If I want to export without geometry, I can't do that directly from iClone. I have to go to 3DXchange first, which I have no other reason to visit for this workflow. - But, worse, at the moment if I want to get animations into 3DXchange I have to export an FBX from iClone first, then load that from 3DXchange, then export that again from 3DXchange, this time without geometry. Ick!
Issue four: - These fbx files are suspiciously large even when "embed textures" is turned off. They're roughly half the size of normal, but it still seems like something is in there -- I've never seen mesh-only FBX files that were so large, certainly not for this sort of poly count. And it isn't just that animation data makes it large or something. - This issue actually causes a variety of issues relating to import slowness in any other tool, and when these files go in source control it bloats that as well.
TLDR: 1. I'd like to be able to just export animations and nothing else straight from iClone directly. 2. I'd like for only one set of textures to be exported when I do want them, not the 3+ versions that are presently going out.
This is an intersting issue, that I am also facing 4 years after the opening of the ticket.
It would be awesome to be able to basically export only animation / skeleton / mesh.
Separately, when embed textures is ON, it does the following:
- textures folder is created, with a bunch of subfolders, with copy 1 of all the files (why?)
- modelname.fbm folders are created, with the actual textures I need. (why?)
- the fbx files themselves are way way larger, and seem to contain all the textures for all the channels (makes sense)
Oh -- actually I just tested this a different way with unity, and it looks like here is what happens with the attached export settings:
- textures folder is created, with a bunch of subfolders, but all are empty. (strange)
- modelname.fbm folders are created, with the actual textures I need. (good)
- the fbx files themselves are overly large, and if I take those into Unity I still get the albedo and normal channels filled with textures.
So it looks like even when embed textures is off, it still embeds albedo and normals.
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