Game Development Reference
In-Depth Information
Figure 1-23. Manually exporting an FBX file from 3D modeling software (Blender). Blender is a free 3D modeling application that
can be downloaded from www.blender.org/
Proprietary meshes produce dependencies. To import a Proprietary mesh
into Unity (such as MA, MB, MAX, or Blend), you'll need to have the appropriate
3D software installed on your computer at the time of import. For MA and
MB files, you'll need Maya installed; for MAX files, you'll need 3DS Max; and
for Blend, you'll need Blender—and so on for other proprietary files. This is
because the Unity Mesh Importer exports the Proprietary file to an FBX file
behind the scenes. That is, during import, it loads the associated 3D modeling
software, uses its internal FBX Exporter, and then accepts the outputted FBX
version. Thus for Unity, Proprietary meshes create a dependency on their
modeling software; Unity needs that software to import the mesh successfully.
If the software isn't present during import, then the import will necessarily
fail—although once imported, the software is not required (unless you need to
import again!). Of course, this might not be a problem for you at all if you're
sure that you'll be the only one using your meshes and you'll have access
to your 3D software for as long as you need. But if you're sharing meshes
between team members who may not have the same software, or if you're
not sure you'll always be working at a computer with your modeling software
installed, then proprietary formats will prove problematic.
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