I have a humanoid model which is made up of four FBX files; one is for the human, one is for the T-shirt, one is for the pants and one is for the hair. I want to merge them into one FBX, because the manner in which I am using it requires using a single FBX file to represent the character.

Can we merge four FBX files into one, using Maya, and export as a single FBX file?

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    \$\begingroup\$ I have created a model library for talking where I have to take model in one fbx form , actually I don't know much about maya , thats why i asked is there any way to merge fbx file as one \$\endgroup\$ May 2, 2017 at 10:53

1 Answer 1


Merging multiple FBX files is actually fairly easy.

  1. You first need to bring all of the FBX files into Maya. As I have found out, this is fairly simple. Just open an empty scene, and drag and drop the files from a file explorer.

  2. Position all of the objects in Maya. If you are unfamiliar with Maya, itself, the basic transformation principles actually work very similar to Unity. After clicking on a model, for example, you can use W, E and R to bring up the gizmo tools for moving, rotating and scaling, respectively.

  3. Once you have all of your pieces in the desired positions, select "Mesh > Combine".

  4. Export the file with "File > Export All", and be sure to select the FBX file type before you save.

That's it. Note that the object will still appear as a hierarchy of objects, when loaded into Unity, but they are all compressed into a single FBX file.

I merge two cube models in Autodesk Maya 2015.

  • \$\begingroup\$ Thank you so much you solved my problem.It works fine. But I have one more doubt how to provide the texture to the model \$\endgroup\$ May 3, 2017 at 5:20
  • \$\begingroup\$ @ManishaMalik, thats outside my knowledge and current purview. You may ask a new question to find that out, if you can not find a solution. \$\endgroup\$
    – Gnemlock
    May 3, 2017 at 6:22
  • \$\begingroup\$ @ManishaMalik That's all UV unwrapping. You probably want to leave the individual models as submeshes rather than outright combining them. That lets you use different materials for each submesh, but still keep them as "one" object. \$\endgroup\$ May 3, 2017 at 13:34

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