User Tools

Site Tools


opensim:fbx2dae_uv

This is an old revision of the document!


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.1707941202.txt.gz · Last modified: 2024/02/14 20:06 by yavannah