What do you want to export? - be aware of export scope e.g. meshes, cameras, lights, animation rigs, etc.
Applications often let you export selected objects or a whole scene.
Make sure you are exporting only the objects you want to use from your scene by either exporting selected, or removing unwanted data from your scene.
Good working practice often means keeping a working file with all lights, guides, control rigs etc. but only export the data you need with export selected, an export preset or even a custom scene exporter.
What do you need to include? - prepare your assets:
Meshes - Remove construction history, Nurbs, Nurms, Subdiv surfaces must be converted to polygons
e.g. triangulate or quadrangulate
Animation - Select the correct rig, check frame rate, animation length etc.
Blend Shapes / Morphing - Make sure your Blendshapes (Maya) or Morph targets (Max) are assigned / set up the export mesh appropriately
Smoothing - Check if you want smoothing groups and/or smooth mesh
Textures - Make sure to include/embed the textures/media in the export settings
How do I include those elements? - check the FBX export settings
Be aware of your settings in the export dialogue so that you know what to expect and can match up the fbx settings In Modest3D - see figs 1, 2 below
Check Animation / Deformations / Skins / Morphs as appropriate
Cameras and Lights are not currently imported in to Modest3D but cameras and lights can be created and edited in Modest3D easily
Which version of FBX are you using? use the Latest Version of FBX where possible.
Autodesk update their FBX installer regularly and it can provide different results with different versions of their own software and other 3rd party 3D apps
See Advanced Options > FBX file format (Fig 2 Lights, Advanced options bottom of page)
If you have any issues you can revert to 2012.2 if necessary
Will it work? - Verify your export
Check your file size - do a sanity check on the file size (e.g. >10kb?)
Re-import your FBX into a new scene in the 3D package you use to generate it - is it what you expected?
Importing FBX into Modest3D will differ from Modest3D standalone to Modest3D.com:
Importing FBX in to Modest3D.com
Modest3D.com- After logging on to your Modest3D account
Select your project you will notice three tabs to the right of your project name, one of the tabs will read Assets click it.
Add asset page will populate you will notice two tabs one of them will read + Add Asset click it,
A Browse tab will drop down you can either Browse for the desired FBX or drag and drop the FBX on to the Browse tab you will notice the FBX name will populate next to the Browse tab.
Click the Submit Query now Modest3D will convert the model from FBX to mtmodel this can take several minutes considering how small or how large the FBX is.
Run Modest3D and drag your mtmodel from your assets window into the setup node and simulate
Model should populate in the editor window
Importing FBX in to Modest3D Standalone
Modest3D standalone - place your exported FBX in the Modest3D standalone project folder (Project data) and run Modest3D
In the top right corner in the Assets window their is an Import Model button click it and it will take you to the project folder containing the FBX
Select the desired FBX and open.
Modest3D will convert the model from FBX to mtmodel (ModestTree Model)
Drag your mtmodel into the setup node and simulate