This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Exporting Nodes

Any part of the scene (both a single node or a group of nodes including all children) can be exported from UnigineEditor and saved to an .fbx file. This provides a wide range of use cases for artists: for example, after exporting the scene you can bake lightmaps with the 3rd-party tool (for example, V-Ray).

The Export button is located in the Nodes window.

Nodes of the following types can be exported to the .fbx file:

Exporting Nodes to FBX

To export the nodes, do the following:

  1. Select all required nodes directly in the scene or in the hierarchy list in the Nodes window.
  2. Press the Export selected node to the fbx file button.
  3. In the file dialog window that opens, select an .fbx file to save the nodes and press Ok.
Last update: 2018-06-04
Build: ()