Appearance Materials not exporting properly when using FBX (cloud) export?
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Hi folks, I’ve googled and searched the forums and I’m coming up empty on this one. My workflow is probably unusual so I expect this might be a pretty niche issue.
As part of my workflow, I’m exporting my finished Fusion 360 objects in an FBX format. Most comprise several components, bodies, etc. Then I’m opening them up in Maya LT to straighten up and properly map the UVs before texturing in another editor (Substance Painter in this case, but this is tangential).
The issue I’m having is that any faces (polygons, or vertices, or UVs by this point, i’m unsure of the proper terminology) will have the default material (in Maya, a rather garish neon green) assigned instead of a material ID representing the materials that was assigned to them in Fusion UNLESS I had specifically assigned an appearance material to that face by setting “assign to” in the Appearance dialog to “Faces” and dragging the material onto that Face (or selected group of Faces) specifically. Any face which has a material applied by applying it to the entire body simultaneously doesn’t seem to be associated with that material in the FBX and instead is set to the default material.
Obviously it would be way too labor intensive to assign an appearance material to each and every face on my Fusion object every time. I’m hoping I’m missing something that can be fixed. The FBX export doesn’t seem to have any options that can be set, you just run it and get the output. I can’t switch to OBJ because I need the joints and such to be included.
Expected behavior: I’d expect to see the proper material ID on all faces (polys, vertices, whatever) in Maya with the albedo set to the primary color of the material from Fusion, which happens with all faces that have been specifically assigned as outlined above) even for faces which were assigned in bulk as parts of bodies.
Anybody ever run into this or know a fix? This is causing me to generate far more texture maps than I need and is preventing me from optimizing them for other editors and renderers. It’s also creating a lot of manual work as I adjust every single UV set in Maya to account for overlapping due to so many faces being set to the default material.
Thanks in advance!