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Showing content from https://docs.unity3d.com/Manual/HOWTO-ImportObjectsFrom3DApps.html below:

Manual: Support for proprietary model file formats

Preparing your model files for export

Support for proprietary model file formats

Unity supports a number of proprietary model fileA file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures. More info
See in Glossary
formats. You should not use these file formats in production; instead, export to the .fbx format wherever possible. For more information, see Model file formats.

Note: This page contains guidance on using proprietary file formats that use FBX conversion. However, there are two file formats that do not use FBX as an intermediary: SketchUp and SpeedTree. For more information about limitations with these file formats, see SketchUp Settings and SpeedTree.

When Unity imports a proprietary file, it launches the 3D modeling software in the background. Unity then communicates with that proprietary software to convert the native file into a format Unity can read.

The first time you import a proprietary file into Unity, the 3D modeling software has to launch in a command-line process. This can take a while, but subsequent imports are very quick.

Note: As of Unity 2019.3, Unity no longer provides built-in support for Cinema4D files. To continue using Cinema4D files in Unity for versions 2019.3 and later, install Maxon’s Cinema4D importer. Alternatively, you can export an FBX file from Cinema4D instead.

Requirements

You need to have the 3D modeling software installed to import proprietary files directly into Unity. If you don’t have the software installed, use the FBX format instead.

For more information about importing FBX files, see Model Import Settings window.

Application-specific issues

You import files in the same way, regardless of whether they are generic or proprietary files. However, there are some differences between which features are supported. For more information on the limitations with a specific 3D application, see:

Importing objects from Autodesk® Maya®

Unity imports Autodesk® Maya® files (.mb and .ma) through the FBX format, supporting the following:

Limitations

Unity does not support Autodesk® Maya®’s Rotate Axis (pre-rotation).

Joint limitations include:

Unity imports and supports any Rotate Order you specify in Autodesk® Maya®; however, once imported, you cannot change that order again inside Unity.

If you import a Model that uses a different rotation order from Unity’s, Unity displays that rotation order in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
beside the Rotation property.

Tips and troubleshooting Importing Objects From Autodesk® 3ds Max®

Unity imports Autodesk® 3ds Max® files (.max) through the FBX format, supporting the following:

Importing objects from Cheetah3D

Unity imports Cheetah3D files (.jas) through the FBX format, supporting the following:

Importing objects from Modo

Unity imports Modo files (.lxo) through the FBX format, supporting the following:

To get started, save your .lxo file in your Project’s Assets folder. In Unity, the file appears in the Project View.

Unity re-imports the Asset when it detects a change in the .lxo file.

Importing objects from Lightwave

Unity imports Lightwave files through the FBX format, supporting the following:

You can also configure the Lightwave AppLink plug-inA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary
which automatically saves the FBX export settings you use the first time you import your Lightwave scene file into Unity. For more information, refer to the Lightwave Unity Interchange documentation.

Limitations

Bake your Lightwave-specific materials as textures so that Unity can read them. For information on doing this using a non-destructive pipeline, refer to Lightwave’s Node Editor documentation.

Unity does not support splines or patches. Convert all splines and patches to polygons before saving and exporting to Unity. For more information, refer to the Lightwave documentation.

Importing objects from Blender

Unity imports Blender (.blend) files through the FBX format, supporting the following:

Limitations

Textures and diffuse color are not assigned automatically. You can manually assign them by dragging the texture onto the meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary
in the Scene ViewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary
in Unity.

Blender does not export the visibility value inside animations in the FBX file.

Preparing your model files for export


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