Controls / Size
Sets the overall size.
FBX mesh import
Loads FBX mesh geometry so external 3D assets can participate in a Fusion scene.
Loads FBX mesh geometry so external 3D assets can participate in a Fusion scene.
Overview
Loads FBX mesh geometry so external 3D assets can participate in a Fusion scene.
Think of it as an imported object node: FBX provides the mesh, while Fusion decides placement, shading, lighting and rendering.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
Incoming 3D geometry or scene branch processed by the node.
Processed 3D geometry or scene data for Merge3D, Renderer3D or another 3D node.
Inspector
Start with these controls before reaching for more complicated workarounds.
Sets the overall size.
Sets the FBX file loaded by the node.
Selects or identifies an object inside the imported file.
When the source contains several objects, use this field to target the one this node should read.
Chooses which animation take from the FBX file is used.
Lists the data streams available in the loaded FBX file.
Displays the geometry as a wireframe.
Useful for checking topology, scale and whether imported geometry loaded correctly.
Controls whether the object is visible in the rendered scene.
Keeps the object in the 3D scene while hiding it from camera renders.
The object can still be useful for lighting, shadows or other scene interactions depending on the setup.
Controls whether front-facing or back-facing polygons are discarded.
Use face culling to diagnose reversed normals, inside-out geometry or single-sided surfaces.
Suppresses auxiliary 3D channels where the object is transparent.
This keeps Object ID, Material ID, normals and similar passes clean around fully transparent pixels.
Controls whether scene lights illuminate this object.
Controls whether the object casts shadows onto other geometry.
Controls whether the object or material receives shadows.
Treats the object as a matte in the 3D composite.
Use matte objects for holdouts and technical occlusion rather than as ordinary visible geometry.
Selects the 3D blend mode for this renderer.
Chooses how the object is combined in the selected 3D renderer.
Selects the 3D blend mode for this renderer.
Chooses how the object is combined in the selected 3D renderer.
Sets the gain of the effect.
Sets the display length of the normal and tangent guides.
This affects the diagnostic overlay, not the actual geometry.
Shows Normals in the Viewer for setup or diagnostics.
Viewer guides do not normally change the rendered image unless the control explicitly says otherwise.
Shows Tangents in the Viewer for setup or diagnostics.
Viewer guides do not normally change the rendered image unless the control explicitly says otherwise.
Assigns the Object ID written to the render passes.
Object IDs provide a clean way to isolate individual 3D objects after rendering.
Sets the base diffuse color of the material.
Sets the alpha contribution of the diffuse material.
Sets the overall opacity of the material or object.
Sets the color of specular highlights.
Sets the strength of specular highlights.
Raise it for a glossier response; lower it for a more matte surface.
Controls the size and hardness of specular highlights.
Higher values produce tighter highlights; lower values spread them over a broader area.
Controls how the material transmits light through the surface.
Controls whether the material responds to scene lighting.
Controls whether the object or material receives shadows.
Renders the material on both sides of the polygons.
Useful for thin cards, planes and imported meshes whose reverse side must remain visible.
Assigns the Material ID written to the render passes.
Material IDs can be used later to isolate surfaces in compositing.
Sets translation on the X, Y and Z axes.
Sets the 3D rotation order.
Defines the order in which the three rotation axes are evaluated.
Sets rotation on the X, Y and Z axes.
Sets the pivot position on the X, Y and Z axes.
Links the X, Y and Z values for scale.
Orients the object, light or camera toward a target point.
Use Target is convenient for aim-at rigs because the orientation follows the target as either element moves.
Imports compatible position, rotation and scale animation from another source.
Practical setup
Create or import the geometry that FBXMesh3D will work with.
Insert FBXMesh3D at the point where the 3D behavior should change.
Inspect the FBXMesh3D result in a 3D Viewer with a simple camera and light before building the final rig.
Keep transforms, materials and FBXMesh3D-specific overrides in clearly separated parts of the scene.
Merge the finished FBXMesh3D branch into the scene and render it through Renderer3D.
Examples
FBXMesh3D processes a geometry branch before it enters the main scene.
FBXMesh3D is isolated in its own branch for easier debugging and reuse.
Troubleshooting
Production notes
Related nodes