3D Model Export Checklist

I would like to export my models to the following:
Unreal Engine 4
File type?: FBX
Which axis up?: Z is up.
Handedness?: Right

Scale?: • Option 1: leave blenders units at default (None), model to the scale you want it in UE4. If you want
something to be 100CM/1M tall in UE4 make it 100 units tall in blender and export with scale set to 1.
• Option 2: change blenders units to metric, set unit scale to 0.01 and then if your model is 1 metre in
Blender it will be 100cm/1m in UE4 when exported from blender with scale set to 1.

Origin?: • The FBX import/export plugin places Pivot Point at the origin of the world, co-ordinates (0, 0, 0),
rather than using the Pivot Point of the objects in Blender.
• Ensure your object is properly aligned to the World’s origin (0, 0, 0), use Alt + G to clear its location.

Grouping?: Objects on a different layer in 1 blend file is ok. Don’t keep all objects on the 1 layer.

Closed/Open?: If object base won’t be seen at all then remove the face to assist optimisation of rendering/lag for
players. If players need to enter a building, model interior.
Links for specific info https://wiki.unrealengine.com/Static_Mesh_from_Blender
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/BestPractices/
https://forums.unrealengine.com/showthread.php?1894-How-to-get-correct-scale-from-Blender

Virtual Worlds: OpenSim. Second Life
File type?: Dae
Which axis up?: Z is up.
Handedness?: Right
Scale?: 1 Blender unit is 1 meter
Origin?: Can be set where you want it to be to suit the purpose of the object. i.e. Door swinging, origin can be set to either side. Generally, origin is set to centre of geometry.
Grouping? Can be grouped together on the one layer or blend file and can be uploaded as a group and unlinked after upload.
Closed/Open?: If object base won’t be seen at all then remove the face to assist optimisation of rendering/lag for players. If players need to enter a building, model interior.
Links for specific info https://community.secondlife.com/knowledgebase/english/uploading-a-mesh-model-r274/

Marvelous Designer 6
File type?: FBX or Dae or OBJ or LXO
Which axis up?: Y is up.
Handedness?: Left
Scale?: 1 Blender unit is 1 meter, MD6 uses millimeters by default. Change the scale to 1000x in MD’s Import .OBJ
Option to adjust scale and axis direction is possible on both import and export.
Origin?: Seems to be centered to mass, have not found out if it can be set to a specific point yet.
Grouping?: Can be grouped together on the one layer or blend file and can be uploaded as a group and unlinked after
upload.
Closed/Open?: Only parts of the clothing that can be seen should be rendered on the inside e.g. a small turn in around
cuffs, collars and waistbands. All other parts not seen should not be modelled to reduce render load.
Links for specific info http://manual.marvelousdesigner.com/display/MD4M/Marvelous+Designer+Manual

Daz 3D
File type?: 3D Studio (3DS format)
3DMF (Apple’s QuickDraw 3D format)
Biovision BVH (Pro version only)
DAZ Studio
DXF
DirectX format
FBX (Pro version only)
IGES
Infini-D 3.0-4.5
Lightwave LWO
Open Nurbs
Poser® file formats: CR2/CRZ, HR2/HRZ, PP2/PPZ, PZ3/PZZ
Ray Dream 3-5 (RDS)
RealViz RZML (Pro version only)
SynthEyes (Pro version only)
Truespace COB (Pro version only)
Wavefront OBJ Most appropriate for Blender?
Which axis up? Y is up.
Handedness? Righthanded?
Scale? 1 Blender unit is 1 meter, MD6 uses millimeters by default. Change the scale to 1000x in MD’s Import .OBJ
Option to adjust scale and axis direction is possible on both import and export.
Origin? Seems to be centered to mass, if not it can be set to a specific point.
Grouping? Can be grouped together on the one layer or blend file and can be uploaded as a group and unlinked after upload.
Closed/Open? Only parts of the clothing that can be seen should be rendered on the inside e.g. a small turn in around cuffs, collars and waistbands. All other parts not seen should not be modelled to reduce render load.
Links for specific info http://docs.daz3d.com/doku.php/start

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