What you will get from this page: Pointers on efficient round-tripping of your geometry between Autodesk applications and Unity. Based on an exclusive partnership with Autodesk, Unity provides intuitive workflows for artists via the FBX Importer and Exporter. Topics covered in this article include Scripted Importers; Timeline integration and animations; the Exporter for lights and cameras, and Node name remapping.

Importer 和 Exporter
The built-in Unity FBX Importer provides support for:
- Hierarchies
- Materials
- Textures
- Stingray PBS shaders
- Cameras
- Animation and animated custom properties (when present in the FBX file)
The Unity FBX Exporter is available in Preview via the Package Manager from versions 2018.3 and up. The FBX Exporter package makes it smooth and easy to send geometry and animation from Unity 2017.3 or later, to any application that supports FBX, and back again with minimal effort.
The Exporter provides support for:
- GameObject hierarchies
- Materials
- Textures
- Cameras
- Lights
- Skinned Meshes
- Animation
The Exporter enables Autodesk tools to be aware of your Unity project and the location of your Assets folder. By doing this, it enables you to round trip very easily and save loads of time. You can do all your setup and grey-boxing, then very quickly export things to digital content creation tools (DCC), such as 3ds Max, Maya or Maya LT, have the artists finalize the content, and safely merge your changes back into those Assets to continue your work in Unity.

Scripted Importer
最初的 FBX SDK 是一个不可修改的 C++ 黑匣子。借助 scripted importer,您可用 C# 对本身无法被导入的文件格式编写自定义资源导入器,获得强大的工具,操控进入 Unity 的内容。

预设
通过 Inspector,预设功能可让您将一组工作流程或导入定义为预设值,用于将内容加载到引擎中。您可以点击此按钮调整导入设置,创建一个预设值,然后点击该预设值,将其作为默认预设值,系统将加载该文件类型的每一个模型。例如,您可以设置光源预设值并应用到光源,或者调整加载到动画中的方式。您还可以将预设值拖入场景中创建内容。
若要在“Inspector”窗口中指定默认设置,需在“Project”窗口中选择一个预设类型,然后在“Inspector”窗口中单击“Set as Preset”。
您还可以使用 Preset Manager 指定默认设置,如上图所示。

录制器
录制器可通过 Package Manager 获取。在您进行电脑游戏设置时,它可在 Unity 中为您提供界面,便于您捕捉视频和动画数据,然后在各种媒体格式中加以记录。
录制器还有一个 API,即 GameObjectRecorder,可用来从根对象录制给定的组件。

Timeline 集成与动画
The Exporter and powerful tools such as Timeline, Cinemachine, ProBuilder and the aforementioned Recorder, provide an efficient workflow for creating cutscenes and trailers.
For example, you can block out animations in Timeline, use the Recorder to bake the animations down into an animation clip, and then use the Exporter to export the baked animations out to your DCC tools. Or, alternately, block out your animations in Timeline and export the entire timeline to FBX. This will include everything bound to that timeline in a single FBX, that can then be imported into the DCC tools. Once everything is fine-tuned, you then bring it all back into Unity for final setup.
光源导出器和摄像机
Exporter 可让您导出光源类型,包括强度、聚光灯角度和颜色等动画属性。内置 Importer 本身可以加载所有这些光源属性,并且 Exporter 可以扩展此操作,因此您能够将资源送回到 DCC 工具
支持的摄像机参数包括:视野、投影类型、宽高比、近平面和远平面焦距。
节点名称重新映射
当开展往返工作流程时,经常需要对资源进行编辑和重命名,还有可能更改它们的性质。现在 Unity 可以确保外部应用程序对 FBX 的修改被重新映射到初始资源,并且不会丢失信息。