If you plan on recording footage from Unity, then I would suggest using Fraps. Fraps records losslessly at whatever resolution your application is running at so the footage will look just like it does on your screen. The main downside to using Fraps is that due to the quality of the footage, the filesize of your screen…
If you're exporting to FBX, there are settings for what's exported in your main preferences (under FBX I/O). You can set export to "selected and hierarchy".
Everytime after I use maya, my C drive on Windows 8.1 gradually gets bigger and bigger. At least I suspect it is caused by me using maya. I've deleted the crash save files in the appdata folder whenever maya crashes, so it's not that. Is there some extra data being saved somewhere that I don't know about? I started out…
Thank you Teddy. Exporting with checked in normals helped to solve the problem with the smoothing groups in 3DO but exporting with normals will significantly increase export time on big models though.
That's probably related to the shader you're using when exporting - if I export an fbx with a cgfx shader attached it will look like that, I just throw a phong on it before exporting.
the mesh must be triangulated before it is exported triangulating via the FBX does nothing. It's pretty easy to tell jsut switch the exporter into ASCII mode and see what's exported.
You should not convert to BSP, just export it as FBX (place it in the level - export level as FBX if the content browser export does not work), and modify it in a 3D program.