FBX is the engine and rig file.
Export FBX when the pipeline already expects it, or when the asset will be rigged. Pro exports the static mesh as FBX. The rigged FBX, after auto-rig, is on Studio. A static prop does not need that second step at all.
When FBX is the right file
FBX is the better handoff for Unity, Unreal, and a DCC tool that already imports FBX. It carries more of the material story than OBJ, and it is the file a rig exports to.
It is not automatically better than GLB. If the next stop is a browser, GLB is the smaller decision. If the next stop is a slicer, neither file is the one to send.
Mesh FBX and rigged FBX
A mesh FBX is the static asset. Pro exports that. A rigged FBX is the same asset after auto-rig, with a skeleton and a preview of idle, walk, and run.
Do not rig a prop to get an FBX. The format is already available. Rig only when the character has to move, and expect that file from Studio.
Check it before the handoff
Open the file in the tool that will use it, not in a second converter. A cape, a tail, or a held prop can import with a bad weight even when the preview looked fine.
Fix that weight in the DCC tool. Regenerating the mesh will not repair a rig, and it throws away a silhouette you already approved.
Limits to check before delivery
FBX imports can require material reconstruction, axis conversion, or explicit rig mapping. Selecting FBX alone does not create a skeleton or collision mesh. Import behavior depends on engine version and project settings, not only the file extension.
Handoff checklist
Check scale, pivot, orientation, and the material slots after import. For a static prop, confirm there is no unintended skeleton. For a rigged character, inspect clip playback and joint deformation in the receiving engine before delivery.
Evidence and review
Product overview · Documentation review ·
Product features follow the published Objectify plan list. External references explain format and importer behavior, not a measured Objectify export test.