Unity3d supports a variety of externally imported model formats, listing the properties of the external models it supports, and exporting FBX files to Unity3d for use with the example of Max.
Unity3d supports a variety of externally imported model formats, but it is not supported for each of the external model's properties. For specific support parameters, you can compare the following list:
Kinds
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Internet
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Material
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Animation
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Bones
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Maya's. MB and. Mal formats
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The. Maxl format for 3D Studio Max
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Cheetah 3D. Jasl format
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Cinema 4D's. C4DL 2 format
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Blender's. Blendl format
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Carraral |
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COLLADA |
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Lightwavel |
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The. Dae format for Autodesk FBX
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XSI 5 in. xl format
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SketchUp Prol |
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Wings 3Dl |
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3D Studio's. 3ds format |
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wavefront. obj format
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Drawing interchangefiles. dxf format
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In the following example, we use 3D Max to make a complete animation and export the FBX format to Unity3d.
First step: Create a new project file.
Create a project folder named "Turret". Then open the Unity3d software, select--Create a new project, click on the project path to find the "Turret" folder we just created, and click on the package file that we need to import, then tap to create a new project file. It is important to note that the above steps must not be messy because Unity3d cannot create a project with a non-empty folder as a project folder.
In order to save time, the author directly uses the scene just created to demonstrate.
Step two: Make a turret model.
Open the 3D Max software to create a turret model and save the prepared model under the Assets "Resources" folder. The model sample in 3D Max is shown in Figure 8.1:
Figure 8.1
Step three: Put the turret model into the scene.
Back in Unity3d's software environment, you can already see the model file and the material map file we just exported with 3D Max in project file bar. We then found a suitable location in the terrain scene and dragged our turret into it. As shown in Figure 8.2:
Figure 8.2
But we found that this seems a little bit too small. When changing the external model size, there is a trick that you do not have to modify it in the scene. Pediatric work together in the Properties panel of the model to modify its "scale Factor" size. As shown in Figure 8.3:
Figure 8.3
Its default value is 0.01, we will change it here to 0.1, and at the bottom of the properties panel to find the button, click on it to make the model size in the Unity3d to be changed. As shown in Figure 8.4:
Figure 8.4
How, our fort is not majestic a lot. However, we do not endorse this model-importing approach. Because, according to the official, they recommend that you export a good model to a model file in FBX format for unity3d use. Maybe this will make the model run faster in Unity3d. So let's go back to 3D Max's software environment and export the model.
Fourth step: Export the turret model.
In 3D max, click File-->export "Export" to export the model file as an FBX file and save it to the "Assets" Resource folder in the folder we created. Notice the "FBX export" panel that pops up, which contains a series of export settings such as model animations, bone tools, materials, and so on. If you don't add these things to your model, you'll need to check out the unnecessary checkboxes.
Fifth step: Place the turret model again in the scene.
Go back to Unity3d's software environment, select the original turret model in the hierarchy "level list bar" and press "delete" key to delete it. Then find the FBX model you just imported in the project file bar, click Select, and modify the size of the FBX model with the previous method of modifying the model size. Then place it in the right place in the scene. The model exported from 3D Max is then successfully imported into the Unity3d scenario.