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Setting Up Development Environment
High-Level Systems
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
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
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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 Nodeswindow.

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: 2017-07-03
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