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Unity Manual / Animation / Animation Reference /


Importing models / 3D formats

3D formats
Importing meshes into Unity can be achieved from two main types of
files:

1. Exported 3D file formats, such as .FBX or .OBJ


2. Proprietary 3D application files, such as .Max and .Blend file
formats from 3D Studio Max or Blender for example.

Either should enable you to get your meshes into Unity, but there are
considerations as to which type you choose:

Exported 3D files
Unity can read .FBX, .dae (Collada), .3DS, .dxf and .obj files, FBX
exporters can be found here and obj or Collada exporters can also be
found for many applications

Advantages:

Only export the data you need


Verifiable data (re-import into 3D package before Unity)
Generally smaller files
Encourages modular approach - e.g different components for
collision types or interactivity
Supports other 3D packages whose Proprietary formats we dont
have direct support for

Disadvantages:

Can be a slower pipeline for prototyping and iterations


Easier to lose track of versions between source(working file) and
game data (exported FBX for example)

Proprietary 3D application files


Unity can also import, through conversion: Max, Maya, Blender,
Cinema4D, Modo, Lightwave & Cheetah3D files, e.g. .MAX, .MB,
.MA etc.

Advantages:

Quick iteration process (save the source file and Unity reimports)
Simple initially
Disadvantages:

A licensed copy of that software must be installed on all machines


using the Unity project
Files can become bloated with unnecessary data
Big files can slow Unity updates
Less validation, so it is harder to troubleshoot problems
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