How to make the best FBX Optimization for in-game animation.

How to make the best FBX Optimization for in-game animation.

ridvancakr
Explorer Explorer
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How to make the best FBX Optimization for in-game animation.

ridvancakr
Explorer
Explorer

Hello,

I want to obtain the most optimized in-game animation output, with animations and joints in a single FBX file.

 

The maximum triangle count is 2500, and the average joint count is 28. There are 2 animation clips, totaling 70 frames. Currently, the character size is 621 KB, and I want to further optimize it.

 

I can achieve a similar result in Blender, reducing the size to around 230 KB. However, since I am working in the Maya pipeline, I need to optimize it further in Maya. Are there any advanced settings available for FBX, and what can I do to achieve this?

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Message 2 of 5

Mickey-G
Advocate
Advocate
Accepted solution

If Blender size is 230kb I imagine maya can get it to that as well and you're including things in the fbx file that you shouldn't. 

 

Usually I save-as and rename the scene for export. I'll bake the animation and then delete all controls and constraints and anything connected to the character that doesn't need to be in the fbx. Being sure that only the skinned mesh and the joints are exported by exporting selected. In the fbx settings being sure to uncheck anything that doesn't need to be included such as materials, lights, etc. When baking be sure you only bake those 70 frames. In Graph editor you can resample animation and remove unnecessary keys. I forget but I think Game exporter and export selection will actually have a different result as well but you'll need to check. Just resample as euler filter under Curves in Graph editor before export and don't rebake when exporting from "export selected".

 

Also look up the export import guidelines for the game engine you are using. They probably have a list of things that need to be in and fbx for a skinned character - just remove everything else from the scene/in the settings upon export. 

 

Also most modern game engines will have optimization options in their import settings to help reduce final exported game size. Things like animation optimization and key reduction/ rounding off of long float values for joint translation and rotation.

 

Hope this helps!

Message 3 of 5

ridvancakr
Explorer
Explorer

Thank you Mickey-G i applied your solutions and i gave better result, 

Totaly 50 LowPoly Character, Current Size 48Mb - New size 23Mb

 

My optimization step
- Bake Animation
- Curve Filter Animation
- Reduce Joint (if necessary)
- Reduce Animation
- Delete Static Channel All Joint

Message 4 of 5

shubhamc7NXG5
Observer
Observer
Game exporter works good but what should we do if blend shapes are included? I tried many ways but I cant make the blends in one fbx file with all blend shapes animation preserve. I have to export each animation as indiviual FBX file to preserve blend shape animation for unity. Do you have any solution?
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Message 5 of 5

jessrobs01
Community Visitor
Community Visitor

To optimize your FBX in Maya, use the FBX 2014/2015 format for smaller size. Turn off "Embed Media," "Cameras," "Lights," and "Constraints" if not needed. Only export the exact frame range for your two clips and avoid baking animation unless necessary. Clean the scene by deleting history, unused joints, UV sets, and nodes. Simplify keyframes using keyframe reduction or curve simplification. Also, check your mesh — remove extra UV sets and apply mesh reduction if the triangle count allows. These steps will help you reach a size close to your Blender result.

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