# FBX Export settings Use the Fbx Export Settings window to: * Manage the display of the options windows when exporting to FBX or converting to Model Prefab Variant. * Change the default option values for FBX File export and Model Prefab Variant conversion. * Install the [Unity Integration](integration.md) for Autodesk® Maya®, Autodesk® Maya LT™, or Autodesk® 3ds Max® and manage the related integration settings. * Repair FBX Prefab components if you were using version 1.3.0f1 or earlier of the FBX Exporter package. ![](images/FBXExporter_FBXExportSettingsWindow.png) ## Properties ### Export Options | Property | Function | | :------- | :------- | | **Display Options Window** | Enable this option to display the **Export Options** or **Export Options** window before letting the FBX Exporter proceed when you respectively select the **Export To FBX** or **Convert To FBX Prefab Variant** menu action.

If you disable this option, the FBX Exporter directly converts or exports without asking. It uses the last path you specified and a filename based on the selected GameObject's name. | #### FBX File Options | Property | | Function | | :------- | :------- | :------- | | **Export Path** | | The default location where the FBX Exporter saves the exported FBX file. | | **Export Format** | | The default format to use in the FBX file (**ASCII** or **Binary**). | | **Include** | | This defines the default scope of the export. You can include **Model(s) Only**, **Animation Only**, or **Model(s) + Animation**. | | **LOD level** | | For level of detail (LOD) groups, the default level of detail to export to. You can select **All levels**, **Highest**, or **Lowest**.

**Note:**
• The FBX Exporter ignores LODs outside of the selected hierarchy.
• The FBX Exporter does not filter out GameObjects that are used as LODs and does not export them if they are not direct descendants of their respective LOD Group. | | **Object(s) Position** | | The position reference to use for the GameObjects to export. | | | Local Pivot | Resets the transform of the selected GameObject or group of GameObjects to the World center.

If you select multiple GameObjects for export, the FBX Exporter centers these GameObjects around a shared root and keeps their relative placement unchanged. | | | World Absolute | Keeps world transforms unchanged during the export. | | **Animated Skinned Mesh** | | Enable this option to export animation on GameObjects with skinned meshes.

If you disable this option, the FBX Exporter does not export animation on skinned meshes. | | **Compatible Naming** | | Enable this option to make the FBX Exporter rename GameObjects and Materials on export, according to specific [character replacement rules](#compatible-naming-rules).

This ensures a compatible naming with Autodesk® Maya® and Autodesk® Maya LT™ to avoid unexpected name changes between Unity and Autodesk® Maya® and Autodesk® Maya LT™. | | **Export Unrendered** | | Enable this option to export meshes that don't have a renderer component or that have a disabled renderer component.

For example, a simplified mesh used as a Mesh collider. | |**Preserve Import Settings** | | Enable this option to preserve all import settings applied to an existing FBX that is overwritten in the export. If the FBX Exporter exports the GameObject as a new FBX, the import settings are not carried over. | #### Convert to Prefab Options | Property | Function | | :------- | :------- | | **Prefab Path** | The default location where the FBX Exporter saves the FBX Prefab Variant file. | | **Export Format** | The default format to use in the FBX file (**ASCII** or **Binary**). | | **Include** | **Convert to FBX Prefab Variant** always exports both the Models and Animation in the hierarchy. | | **LOD level** | **Convert to FBX Prefab Variant** always exports All levels of detail (LOD) available in the hierarchy for LOD groups. | | **Object(s) Position** | **Convert to FBX Prefab Variant** always resets the root GameObject's transform during export. However, the Prefab maintains the global transform for the root GameObject. | | **Animated Skinned Mesh** | Enable this option to export animation on GameObjects with skinned meshes.

If you disable this option, the FBX Exporter does not export animation on skinned meshes. | | **Compatible Naming** | Enable this option to make the FBX Exporter rename GameObjects and Materials on conversion, according to specific [character replacement rules](#compatible-naming-rules).

This ensures a compatible naming with Autodesk® Maya® and Autodesk® Maya LT™ to avoid unexpected name changes between Unity and Autodesk® Maya® and Autodesk® Maya LT™. | #### Compatible Naming rules During an export or a conversion to a Prefab Variant, if you enabled the **Compatible Naming** option, the FBX Exporter manages characters in Unity names as follows: * Replaces invalid characters with underscores ("\_"). Invalid characters are all non-alphanumeric characters, except for the colon (":"). * Adds an underscore ("\_") to names that begin with a number. * Replaces diacritics. For example, replaces "é" with "e". **Note:** If a Material has a space in its name, the FBX Exporter replaces this space by an underscore ("_") on export. As a result, if you re-import the same GameObject in Unity, the FBX Exporter creates a new Material based on the modified name.
For example, if the Material name is "Default Material", the FBX Exporter exports this Material as "Default_Material". After you re-import the same GameObject, you get twice the same material, respectively named "Default Material" and "Default_Material". If you want to keep an exact match of Materials through your export/import iterations, you must rename the involved Materials to remove any space characters before exporting. ### Integration | Property | Function | | :------- | :------- | | **3D Application** | The 3D modeling software you want to integrate with Unity. The available options depend on the software you have already installed on your computer, among [the ones that the FBX Exporter currently supports](index.md#requirements).

Use the **[...]** (Browse) button to select the 3D modeling software if you installed it in a non-standard location. | | **Keep Open** | Enable this option to keep the selected 3D modeling software open after installing it. | | **Hide Native Menu** | Enable this option to hide the native **Send to Unity** menu in Autodesk® Maya® and Autodesk® Maya LT™. | | **Install Unity Integration** | Select this button to install [Unity Integration](integration.md) for the selected **3D Application**. | ### FBX Prefab Component Updater | Property | Function | | :------- | :------- | | **Run Component Updater** | Select this button to run the [Component Updater](assetstoreUpgrade.md) to repair any missing FbxPrefab components if you were using version 1.3.0f1 or earlier of the FBX Exporter package. |