Tutorial — FBX Export Presets for Unreal
Augmented Traveler local tutorial. Back to Maya — Tutorials · scripted version: Tutorial — Maya Python Batch Export and Naming Checks
A short checklist for the two FBX presets every Maya seat uses to send work to Unreal 5.8. Save each preset once, check it into source control, and use it for everything.
Draft. Save the presets on the first prop and the first mocap take, then update this page with the exact preset file names.
When to use FBX vs USD
| Asset | Format |
|---|---|
| Static props and set pieces | USD by default (Tutorial — USD for Maya); FBX if USD import fails or for a quick test |
| Skinned props and garments | FBX, preset AT_SkinnedMesh (below) |
| Animation (mocap takes, hand poses) | FBX, preset AT_Animation |
| MetaHuman head and body | Neither. Use DCC Export and DNA (MetaHuman for Maya — Considerations) |
Before any export
Preset AT_StaticMesh (fallback for props)
File → Export Selection → FBX export, then set:
| Setting | Value |
|---|---|
| Geometry → Smoothing Groups | On |
| Geometry → Tangents and Binormals | On |
| Geometry → Triangulate | Off (let Unreal triangulate) |
| Animation | Off |
| Cameras, Lights | Off |
| Units | Automatic (centimetres) |
| Axis Conversion → Up Axis | Z (Unreal is Z-up) |
| FBX file format | Binary, the latest version offered |
Unreal import: Static Mesh; turn on Import Mesh LODs if the file contains _LOD groups; Normal Import Method = Import Normals and Tangents; Convert Scene on.
Preset AT_SkinnedMesh (skinned props and garments)
As AT_StaticMesh, plus:
| Setting | Value |
|---|---|
| Deformed Models → Skins | On |
| Deformed Models → Blend Shapes | On only if the asset has them |
| Animation | Off |
| Include the skeleton | Select the mesh and its root joint hierarchy |
Unreal import: Skeletal Mesh; set Skeleton to the figure's existing MetaHuman body skeleton (never create a new one); Import Morph Targets only if used; Create Physics Asset off for small props.
Preset AT_Animation (mocap and poses)
Select the root joint hierarchy only; no meshes.
| Setting | Value |
|---|---|
| Animation | On |
| Bake Animation | On, over the take's frame range |
| Resample All | Off (keep the capture's keys) |
| Deformed Models | Off |
| Constraints, Skeleton Definitions | Off |
| Up Axis | Z |
Unreal import: Animation onto the MetaHuman body skeleton; Animation Length = Exported Time; Custom Sample Rate = 0 (auto) unless the take needs a fixed rate; Snap to Closest Frame Boundary on.
Save and share the presets
- In the FBX Export window, choose Edit Presets → Save Preset. Name it as above.
- Copy the
.fbxexportpresetfiles toPipeline/Maya/FBXPresets/in source control. - New seats load them from there. Don't edit a preset locally; change it in source control and tell the team.
Unreal 5.8 note: Unreal imports FBX through its Interchange framework, and some option names differ between the Interchange dialog and older documentation. Record the exact names shown on your first import on this page.
Sources
- Epic, FBX Import Options Reference (5.8): https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-import-options-reference-in-unreal-engine
- Epic, FBX Skeletal Mesh Pipeline (5.8): https://dev.epicgames.com/documentation/en-us/unreal-engine/fbx-skeletal-mesh-pipeline-in-unreal-engine
- Epic, Importing Animations Using FBX (5.8): https://dev.epicgames.com/documentation/unreal-engine/importing-animations-using-fbx-in-unreal-engine
- Full list: Sources — 2026-09-19