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Question by Ambrose998800 · Apr 08, 2016 at 10:13 AM · blenderfbx

Blender fbx export very big

I imported a mesh (19 KB) to blender and duplicated it 8 times, added 16 cubes. Overall 640 verts. My export fbx file weight is 163'400 KB now... The blend file is just 20'800 KB.

I had it earlier that fbx size multiplicates up by no reason. Is there a solution?

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avatar image Gruffy · Apr 08, 2016 at 11:12 AM 0
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Hey Ambrose998800... Why did you duplicate 8 times ? why notperhaps just import the single building once in to unity and generate [or place it physically] 8 instances from a prefab.

This may not be 100% accurate as have been away for a bit and things might have changed with U5 etc. And I cannot find any back up online to support me here, like it never was... But for each mesh you import in to unity, one will be made for the verts, one for the UVs/ material, and one for collision (colliders) although this can depend on how you want a colllider to be on your mesh and you dont have to have any at all if not needed... $$anonymous$$esh collider will still likely place another set of vert data to represent it but use of a well placed primitive collider would reduce this overhead quite significantly (for lower end machines/ devices at least). Of course primitive is just that and describes simple shapes, if your building was highly complex and needed to collide with things, you might choose the mesh collider but that would likely be the more expensive option as is usually so. So, not really an answer, but maybe a bit more clarity as to twhy nad another patheway to follow . Try changin the way your are thinking about how you aregetting this model into Unity. Blender has some tools to help you conform to Unity's needs. one of these is the "Select Faces by SIdes" option in it where you can set it to make sure no faces have sides greater than 4 (Unity's preferences seems to be quads, so any faces greater than this can cause artifacting and cost calculation times to increase as a consequence) Anyway, my meager suggestion is to think more in line to how Unity might want you to do it (though perhaps thats not super obvious at the start of all things Unity) Import $$anonymous$$esh once to Unity, get it set up as needed. (suggest if not aligning in Blender to Unity Coord system, you child the building object to an empty gameobject in your scene for better control when instantiating etc) Try to cover the building with one simple primitive collider, if it is only for external viewing, then a simple box collider over whole thing should suffice Once this is established you can then drag it to the prefab folder or your project area and let go, this makes the Prefab of building and turns it blue... Delete the prefab from your scene. Now you would need to make a script that will generate this building 8 times in the areas you need it to. When you have the above done I will guide you through that if you like :) Cheers bud, hope it help some... P.S. If anyone knows about the Unity mesh importer creating n copies, please correct me here and let me know as its been a little while since needing this as a production tool and as am about to take on Unity work again I would be interested if anything has changed here. Gruffy

avatar image Ambrose998800 Gruffy · Apr 08, 2016 at 08:10 PM 0
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Thanks for your effort. The file size is too big directly after exporting from Blender, not imported in Unity.

I wanted to create an 'elevator-rail-cave' for the inside of a tower. Why in Blender and not Unity? Because of handling issues. Everyone working with Blender knows the different and the crappy solution of Unity. In Blender, I could merge those objects together, join them all to one mesh, change uv maps and materials easely by one click for optical variations, reduce its faces and verts by one modifier, and export that whole part as one thing -> convex meshcollider if needed, else a box.

avatar image Graphics_Dev · Apr 09, 2016 at 11:04 AM 0
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Sounds like you're exporting more than the mesh, or the file you imported into Blender was some more compressed file type. If you look through the settings in the FBX exporter, you can disable armatures, lamps, etc..

avatar image meat5000 ♦ · Apr 09, 2016 at 12:55 PM 0
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Is it animated?

Duplicating an item duplicates everything. Sometimes its best to duplicate parts of it and share things like animations.

avatar image Ambrose998800 · Apr 10, 2016 at 08:18 AM 0
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Here's a screenshot:

alt text

1: Created SizeTest.blend as basic preset file

2: Check the size

3: Import my models for the 'rail-cage'

4: Check faces and vert count

5: Join all meshs to one, check hierarchy (vertexgroup & textures & two lamps; no animations)

6: Export just the mesh

7: Damn FileSize again...

filesizefail.jpg (233.7 kB)

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