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opensim:fbx2dae_uv

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Exporting .FBX to .DAE in Blender

Open Blender: * Launch Blender and open the .FBX file (File > Import > FBX).

Review the Model: * Make sure the 3D model looks as expected and the material is applied correctly.

Switch to Cycles Render Engine: * Change the render engine to Cycles. You can do this in the top bar next to the “Help” menu.

Set Up UV Maps: * Switch to the “Layout” workspace. * Open the “UV Editing” workspace. * Ensure your model has UV maps. If not, unwrap the model (U > Unwrap).

Assign Image Textures to Materials: * Go to the “Shading” workspace. * Ensure each material uses an image texture. Assign textures if needed.

Export UV Layout: * In the “UV Editing” workspace, select all (A) and export the UV layout as an image (Image > Export UV Layout).

Export Textures: * Save your image textures to a folder. Make sure to use common image formats like PNG or JPEG.

Create a New Texture: * Back in the “Shading” workspace, add a new texture in the “Image Texture” node. * Assign the exported UV layout as the texture.

Switch to the “Render” Tab:

      Go to the "Render" tab in the "Properties" panel.

Bake Textures: * Scroll down to the “Bake” section. * Choose “Diffuse” or “Combined” depending on your material. * Click on the “Bake” button.

Save Baked Texture: * After baking, save the baked texture image (Image > Save As Image).

Export as .DAE: * Switch back to the “Layout” workspace. * Export the model as a .DAE file (File > Export > Collada (.dae)).

Include Textures: * When exporting, ensure the “Include UV Textures,” “Include Material Textures,” and “Copy” options are selected.

Now you should have a .DAE file with the 3D model, UV maps, and textures ready for import.

opensim/fbx2dae_uv.1707941129.txt.gz · Last modified: 2024/02/14 20:05 by yavannah