Export as FBX, DAE, OBJ

Minimum requirement: Qubicle Basic Edition, Mesh Module DLC and Utility Module DLC for additional options

Qubicle 3.0 supports 4 different mesh file formats. We recommend using FBX, because it is the most powerful file format and a bit faster to create.

  • FBX Exchange format developed by Autodesk. Qubicle supports the binary variant.
  • Collada DAE Human readable XML file format. Widespread, but there are differences in interpretation of third party tools.
  • Wavefront OBJ Supported by almost all 3D tools. Does not support vertex colors or pivots.
  • STL Prefered by 3D printers due to its strict rules. For more info on exporting as STL refer to Export As STL 
     

Export Preparations

  • Before exporting your models ensure that they don't have any hollows. This might be counter-intuitive but hollows increase the poly count. To fill hollows use the corresponding command Modify > Core > Fill Hollows.
  • If you want to export multiple Matrices as a single object you don't need to combine them with Boolean Union, instead use Compounds. A Compound is exported the same way as a single Matrix. Select the matrices and use Modify > Compound > Create Compound
  • If you need to export a selection of your model again and again Compounds are very useful, too. Create a Compound of that selection and enter the new Compound before export. Only child objects of the active node are exported.

How to export 

  1. If you want to export everything either select all objects or deselect. If you only want to export a part of your model select it.
  2. Choose File > Export > FBX or DAE, OBJ.
  3. Adjust export settings and click OK.
  4. Select a destination and click Save.

Export Settings



Mesh

Optimization

  • None only removes the invisible lamina faces and creates the hull without merging faces.
  • Non-Manifold produces the lowest poly count but may lead to unwanted tiny dots when used in game engines.
  • Manifold meshes are watertight but require more triangles than non-manifold meshes.

Faces

Use this option to remove voxel faces from the export. This is very useful when parts of your model, e.g. the bottom are not visible by the user. This has a very positive effect on poly count. All checked faces are exported.  You can find an example at the bottom of the article.


Pivot Position

This option is not available if you export as OBJ.

  • As Specified uses the pivots that you have set manually in your model.
  • Centered overwrites all specified pivots and centers them.

Position

  • As Specified places the objects as specified in your scene. Note that the actual position can be different to the one set in your scene if your Voxel Size setting is not 1:1:1.
  • World Origin ignores all position info and moves objects to (0, 0, 0).

Voxel Size (Units)

Specifies the size of a single voxel in units. Default is 1:1:1, which means a voxel is 1 unit wide, high and deep. You can change that for all 3 axes. Values given here are multiplied to all vertex positions and also the object's position and pivot.

Unit Scale Factor

This option is not available if you export as OBJ. 

It tells the importing tool how the default unit size should be scaled. E.g. a default unit in FBX is 1m. If you set it to 0.01 then a unit is 1cm. Unfortunately different tools interpret this value in different ways (or ignore it completely). Changing this values does not have any effect on the exported vertex positions, it's more like a global setting for the file. If you want to scale vertex positions use the Voxel Size setting instead.

 

Material

Type

  • Use Texture to store color information in a separate .png file. Texture generation is affected by Optimization, Texel Size and Edge Bleed. If optimization is disabled then only a simple texture is created with a single square for each unique color that is used in the model. 
  • Vertex Color requires a vertex color shader in order to display the colors. Mesh optimization results in a higher poly count than if you use texture as material.

 Texel Size

Defines how many pixels are used for a voxel face on the texture. Be careful with this value when using mesh optimization because the resulting texture easily gets very large. In most cases 1 is a sufficient size. If no optimization is used on the other hand, then you can use high values and manually paint patterns on the resulting texture.

Edge Bleed

Adds an outline to texels of an inputted size. This is important to avoid render issues that occur due to interpolation made by the GPU. Higher values might be needed if an object is far away from the camera.

Output

Mesh Output

This option is only available if more than a single object is selected for export.

  • Single File stores all selected objects in a single file.
  • One File Per Object creates a separate file for each object.

Texture Output

This option is only available if more than a single object is selected for export.

  • Single Texture Atlas creates a single texture file (atlas) for all objects.
  • One File Per Object creates a separate texture for each object.

Mesh Filename Prefix

Allows you to specify a prefix added to the filename of all exported mesh files. This option is only available if more than a single object is selected and mesh output is set to One File Per Object.

Texture Filename Prefix

Allows you to specify a prefix added to the filename of all exported textures. This option is only available if more than a single object is selected, texture is selected as material and texture output is set to One Texture Per Object.

Texture Subfolder

Allows you to specify a subfolder for the texture output relative to the export folder. If you leave this value blank then textures are stored in the same folder as mesh files. Default is set to "materials" because Unity automatically creates this folder on import.
  

How to Import

Depending on your target third party tool and your export settings, some adjustments are to be made after import. Please refer to the following articles:

Export Examples

Optimization: Unoptimized. Material: SimpleTex.



Optimzation: Manifold. Material: Texture.



Optimization: Manifold. Material: Texture. Only Top, Right and Front Faces (rotate to see impact)



Optimization: Manifold. Material: Vertex Color

 

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