Fusion > FBX export with higher tesselation. How?

Fusion > FBX export with higher tesselation. How?

Anonymous
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Message 1 of 9

Fusion > FBX export with higher tesselation. How?

Anonymous
Not applicable

Hi All,

 

I'm trying to export a Fusion360 assembly as FBX (from the A360 web view). The generated FBX has a default tessellation that is too low and looks obviously faceted in Modo (see attachment)

 

How/where to I change these settings?

 

Thanks!

Gustavo

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Message 2 of 9

innovatenate
Autodesk Support
Autodesk Support

Hi Gustavo,

 

Welcome to the Fusion community. I'm not aware of any options for the FBX export. I am aware of the below add-in, but I'm not sure there is an option to increase the tessellation. You could check it out, it's on the Fusion 360 app store.

 

https://apps.autodesk.com/FUSION/en/Detail/Index?id=8111537807083848754&appLang=en&os=Win64

 

There are some refinement controls for STL files. Could you use an STL file format instead?

 

If you right click on the component/body in the browser and select Save As STL, you'll see the options in the subsequent dialog.  

 

If you convert to a Mesh body in Fusion (BREP to Mesh), you will see similar options. You can save mesh bodies as an OBJ.

 

I hope that helps! Let me know if you have any questions.

 

Thanks,

 

 

 

 




Nathan Chandler
Principal Specialist
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Message 3 of 9

Anonymous
Not applicable

Hi Nathan, 

 

That's too bad, because the native A360 FBX exporter is really good otherwise. It brings things out as instances, all with locators placed correctly and animation ready, etc. 

 

I tried the Simlab plugin and it crashes with my assemblies, only works with a subset of the model. Tesselation is a bit tighter, good for closeups but still not good for extreme-closeups and it has not explicit controls to change it either. The worse part: all objects locators are at world 0,0 (instead of their bbox center), and instances are not recognized, so each comes in as a unique object.

 

I'm hoping you guys could introduce some tessellation options for mesh exports. Especially because thsi makes it a much better workflow to go to your CGI packages. You guys are so close!

 

thx!

 

 

PS: BTW, I cannot use STL directly since I want all that assembly/locations/instances information. But I will give that a go for now at least to manually replace the meshes that need finer tesselation. And Brep to mesh only works for selected single surfaces of breps, not entire solids. 

 

 

Message 4 of 9

ryo
Participant
Participant

helllo,

so we are in 2020 and still no way to increase tesselation for native fbx export?

I have to use STL instead? If I export as STL, the file is way lighter compared to a FBX (even with high tesselation mode) but I guess I lose the instances, pivot points, etc. as reported earlier in this thread?

Message 5 of 9

TrippyLighting
Consultant
Consultant

Unfortunately, this situation has not improved.


EESignature

Message 6 of 9

heiko_n
Explorer
Explorer

Hi,

I have had the exact same problem with the fbx export.

I tried to remesh a model via Quadremesher in Blender and the topo of the fbx was too low.

As a result I got a wavy surface after remeshing in Blender and it took me ages to figure out why this happens, as I am not an expert at all in Blender and no expert with mesh and topology, normals or whatever.

My workflow now is:

* Apply different materials to my model in Fusion360

* export every single piece of the model as an high res .obj out of Fusion

* import each single piece into Blender

* Remesh the .obj via QuadRemesher using "eagle loop control" materials. -> this works perfect, as creased edges under 30 degrees will be recognized too. (this took me ages to figure out as well)

+ the result is an excellent remedied quad mesh ... and no the work for visualization/animation in Blender begins

 

This workflow is a little bit of extra work because of exporting ever single piece, but I am much faster than to retopo everything in Blender.

Hopefully this helps

W

Message 7 of 9

r.mitschke
Explorer
Explorer

How do you manage to maintain child-parent-relationships? Because FBX is really good at this and other formats often have issues with component positions.

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Message 8 of 9

TrippyLighting
Consultant
Consultant

@r.mitschke wrote:

How do you manage to maintain child-parent-relationships? Because FBX is really good at this and other formats often have issues with component positions.


What exactly needs to be managed?

What software are you using to "manage"?

 

What I've done in the past is to export individual objects that were tessellated with too low of a resolution into a .obj file and then just replaced the old mesh data with the new mesh data . Aside from scaling, this was very straight forward to do.

Parent-Child relationships were fully maintained and not even touched.


EESignature

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Message 9 of 9

notloc
Explorer
Explorer

Here's another vote for an option to increase resolution on these exports. They work exactly as I'd like them to in every other way. Thanks! 😄