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Exporting to FBX

RoadRunner can export scenes to the FBX® file format. Although this option is compatible with Unity® and Unreal®, for those applications, using the specific export option along with MathWorks® plugins is recommended.

Export Options

Split by Segmentation

This parameter splits meshes by their segmentation type.

Embed Textures

This parameter embeds the exported textures inside the FBX file.

Tiling

The Export To Tiles parameter splits the meshes per tile. This parameter also groups props by the tile that they are in.

  • By default, only one file is exported. Tiles are stored in separate nodes.

  • If Export Individual Tiles is enabled, then each tile is stored in its own FBX file (for example, scene _Tile_0_1 .fbx).

Advanced Details

Node Naming

  • All nodes have "Node" appended to the end of their name (for example, RoadsNode).

  • Props have their GUID prepended to the front of their name (for example, {40ce66ca-c817-425b-8802-17cdbd76371f}Signal_Post_30ftNode).

    • Props generated from a curve, polygon, or span share GUIDs with the associated curve, polygon, or span.

  • During export, all node names in the scene graph are made to be unique.

    • "_#" is appended for duplicate node names (for example, light_green_1Node).

    • Because the scene graph is not a tree, duplicate names are still possible when converting to FBX if there are multiple instances of the same node (such as when reusing props).

  • When the mesh is split by segmentation, the roads and terrain have extra child nodes for each segmentation type it has, with the segmentation type appended to the name (for example, Road_SidewalkNode).

  • When the mesh is split by transparency sorting layer (for the Unreal export option), the roads and terrain have extra child nodes for each sorting layer, with the layer number appended to the name (for example, Roads_Layer2Node).

    • This can also be combined with the segmentation type (for example, Road_Sidewalk_Layer0Node).

  • For traffic signals, the name of the variant is added to the FBX name (for example, {4674ef2e-deea-403c-9b52-487e0ba9f13d}Signal_3Light_Bare01_RedYellowGreen LeftNode).

Material Details

  • Materials are converted into FbxSurfacePhong materials.

  • When the mesh is split by segmentation, the segmentation type is appended to the material name (for example, Concrete1_Curb).

  • When materials need a transparency sorting order defined (typically for overlapping transparent markings), a duplicate of the material is created.

  • Materials with duplicate names add "_#" to distinguish between them (for example, Leaves_1).

    • This can be combined with the segmentation type (for example, OilPath01_Road_1).

FBX Scene Settings

  • RoadRunner exports scenes with the Maya Z-up axis system. Units are in meters.

Combo Exports

Other export options combine the FBX export with other files. Depending on the target application, the RoadRunner software applies extra changes.

  • Unity: Mesh is identical to the normal FBX export option.

  • Unreal: Mesh is split by transparency sorting order.

  • CARLA: Mesh is split by segmentation and transparency sorting order.