You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: Packages/Documentation/com.unity.formats.fbx/Public/CHANGELOG.md
+8-8Lines changed: 8 additions & 8 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -3,27 +3,27 @@
3
3
RELEASE NOTES
4
4
## [2.0.0] - 2018-06-18
5
5
NEW FEATURES
6
-
* Added support for physical cameras
6
+
* Added support for Physical Cameras
7
7
* FBX Exporter is now distributed via the Package Manager
8
8
* Now compatible with Unity 2018.2
9
9
* The roundtrip of assets can now be started from Maya from assets that have not been exported from Unity
10
10
* DCC integration plug-in sources have been moved away from the package
11
11
* Now using FBX SDK version 2018.1
12
-
*Streamlined the API public interface
12
+
*Conformed the Unity's API guidelines
13
13
* Added support for exporting constraints
14
14
* ConvertToPrefab: Add ability to convert an FBX or prefab asset from the Project view
15
-
* Right click on an FBX in the project view then select Convert to Linked Prefab to create a linked prefab asset for the FBX file. It will not create an instance in the scene.
16
-
* Right click on a prefab in the project view and select Convert to Linked Prefab to export the prefab to an FBX file and link the existing prefab to the newly created FBX.
15
+
* Right click on an FBX file in the project view then select "Convert to Linked Prefab" to create a Linked Prefab asset for the FBX file. It will not create an instance in the scene.
16
+
* Right click on a Prefab in the project view and select "Convert to Linked Prefab" to export the Prefab to an FBX file and link the existing Prefab to the newly created FBX file.
17
17
18
18
FIXES
19
-
* Fixed skinned mesh bone update
20
-
*Last frame was sometimes not exported
21
-
* FBX export dialog hard to read in Unity Pro's dark theme
19
+
* Fixed skinned mesh bone update when the number of bones change between updates
20
+
*Keyframes were sometimes missing when exporting animation curves
21
+
*The file name fields in the FBX export dialog were hard to read in Unity Pro's dark theme
22
22
23
23
KNOWN ISSUES
24
24
* ConvertToPrefab: UI doesn't provide feedback about whether it will be converting an existing file or creating new files.
25
25
* When converting an existing FBX file, the FBX filename and FBX export options are ignored (but not greyed out).
26
-
* When converting an existing prefab, the prefab filename is ignored (but not greyed out)
26
+
* When converting an existing Prefab, the Prefab filename is ignored (but not greyed out)
Copy file name to clipboardExpand all lines: Packages/com.unity.formats.fbx/Documentation~/com.unity.formats.fbx.md
+19-35Lines changed: 19 additions & 35 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -6,7 +6,7 @@ The FBX Exporter package provides round-trip workflows between Unity and 3D mode
6
6
7
7
The FBX Exporter package includes the following features:
8
8
9
-
*[FBX Exporter](#ExportFBX): Export geometry, animation, Lights, and Cameras as FBX files so you can transfer game data to any 3D modeling software. Record gameplay and export it to make cinematics. Start grey-boxing with [ProBuilder](https://unity3d.com/unity/features/worldbuilding/probuilder), then export to FBX to replace with final assets.
9
+
*[FBX Exporter](#ExportFBX): Export geometry, animation, lights, and cameras as FBX files so you can transfer game data to any 3D modeling software. Record gameplay and export it to make cinematics. Start grey-boxing with [ProBuilder](https://unity3d.com/unity/features/worldbuilding/probuilder), then export to FBX to replace with final assets.
10
10
11
11
*[Linked Prefab](#LinkedPrefab): Link a Prefab to a new or existing FBX file. When you later change the FBX file, Unity automatically updates the Prefab to integrate changes to the transforms and hierarchy (in addition to Meshes and Materials). This helps you avoid rebuilding your Prefabs from scratch.
12
12
@@ -44,25 +44,6 @@ The FBX Exporter package contains:
44
44
45
45
* The Fbx Exporter package does not support exporting .asset files.
46
46
47
-
48
-
# Installing the FBX Exporter package in Unity
49
-
50
-
Before you install the FBX Exporter Package, follow these steps (recommended):
5. Select the FbxExporter package from the file browser and click __Open__ to [import and install](https://docs.unity3d.com/Manual/AssetPackages.html) the new version of the FBX Exporter package.
63
-
64
-
65
-
66
47
<aname="Repairs_1_1_0b_1"></a>
67
48
## Updating from 1.1.0b1
68
49
@@ -98,10 +79,10 @@ The FBX Exporter exports the following objects:
98
79
* Quads or Triangles
99
80
* SkinnedMeshRenderers with the following exceptions:
100
81
* Humanoid rigs are not supported
101
-
*Animated meshes in bone hierarchy are not supported
82
+
*Meshes in bone hierarchy are not supported
102
83
* Materials as Phong if the material has specular; Lambert in all other cases
103
84
* Textures
104
-
* Game Cameras as film cameras with 35mm TV Projection; also the following camera attributes:
85
+
* Game Cameras as film cameras with 35mm TV Projection. These camera attributes are also exported:
105
86
* Projection type (perspective/orthographic)
106
87
* Aperture Width and Height (Height set to 0.612 inches, and width calculated based on aspect ratio; for Game Cameras, aspect ratio is dictated by the display viewport)
107
88
* Aspect ratio
@@ -142,11 +123,11 @@ When exporting an FBX file, the following Export Options window opens, displayin
142
123
143
124
| Property:| Function: |
144
125
|:---|:---|
145
-
|__Export Name__|Specify the exported FBX's filename. |
126
+
|__Export Name__|Specify the exported FBX file name. |
146
127
|__Export Path__|Specify the location where the FBX Exporter will save the FBX file. |
147
-
|__Source__|Transfer the transform animation from this object to the __Destination__ transform. <br/><br/>**Notes:** - __Source__ must be an ancestor of __Destination__<br/> - __Source__ may be an ancestor of the selected object. |
128
+
|__Source__|Transfer the transform animation from this object to the __Destination__ transform. <br/><br/>**Notes:**<br/> - __Source__ must be an ancestor of __Destination__<br/> - __Source__ may be an ancestor of the selected object. |
148
129
|__Destination__|Which object to transfer the transform animation to.<br/><br/>This object receives the transform animation on objects between __Source__ and __Destination__ as well as the animation on the Source itself. |
149
-
|__Export Format__|Select the format for the FBX Exporter to use when exporting the FBX file (ASCII or binary). |
130
+
|__Export Format__|Select the format to use in the FBX file (ASCII or Binary). |
150
131
|__Include__|Choose whether to export both Models and Animation, only Models, or only Animations. |
151
132
|__LOD level__|For level of detail (LOD) groups, choose the desired level of detail to export (all, highest, or lowest). <br/><br/>**Notes:** - The FBX Exporter ignores LODs outside of selected hierarchy.<br/> - The FBX Exporter does not filter out objects that are used as LODs and doesn't export them if they aren’t direct descendants of their respective LOD Group |
152
133
|__Object(s) Position__|Choose whether to reset the exported objects to world center, or keep world transforms during export.<br/><br/>If you select multiple objects for export, and you choose __Local Centered__ from this drop-down menu, the FBX Exporter centers objects around a shared root while keeping their relative placement unchanged. |
@@ -206,7 +187,7 @@ When converting to a Linked Prefab, the following window opens, displaying optio
206
187
207
188
| Property:| Function: |
208
189
|:---|:---|
209
-
|__Export Name__|Specify the exported FBX's filename|
190
+
|__Export Name__|Specify the exported FBX file name|
210
191
|__Export Path__|Specify the location where the FBX Exporter will save the FBX file. |
211
192
|__Prefab Name__|Specify the Linked Prefab's filename |
212
193
|__Prefab Path__|Specify the location where the FBX Exporter will save the linked prefab file. |
@@ -218,6 +199,7 @@ When converting to a Linked Prefab, the following window opens, displaying optio
218
199
|__Object(s) Position__|__Convert to Linked Prefab Instance__ always resets the root object's transform during export. However, the Prefab maintains the global transform for the root object. |
219
200
|__Animated Skinned Mesh__|Check this option to export animation on objects with skinned meshes.<br/><br/>If unchecked, the FBX Exporter does not export animation on skinned meshes. |
220
201
|__Compatible Naming__ |Check this option to control renaming the GameObject and Materials during export. <br/><br/>The FBX Exporter ensures compatible naming with Maya to avoid unexpected name changes between Unity and Maya. During export the FBX Exporter replaces characters in Unity names as follows:<br/> - Replaces invalid characters with underscores ("_"). Invalid characters are all non-alphanumeric characters, except for colon (":").<br/> - Adds an underscore ("_") to names that begin with a number. - Replaces diacritics. For example, replaces "é" with “e”.<br/><br/>For FBX Model filenames, the FBX Exporter ensures that names do not contain invalid characters for the file system. The set of invalid characters may differ between file systems.<br/><br/>**Note:** If you have a Material with a space in its name, the space is replaced with an underscore ("_"). This results in a new Material being created when it is imported. For example, the Material named "Default Material" is exported as "Default_Material" and is created as a new Material when it is imported. If you want the exported Material to match an existing Material in the scene, you must manually rename the Material before exporting. |
202
+
|__Don't ask me again__|When enabled, will prevent the Convert Option Properties dialog from being shown when converting to Linked Prefabs. The option can be reset by turning on "Show Convert UI" option under Edit/Project Settings/Fbx Export|
221
203
222
204
223
205
@@ -321,36 +303,38 @@ Sometimes you need to install a Maya integration manually. For example, if you a
321
303
322
304
To manually install a Maya Integration, follow these steps:
323
305
324
-
1. Extract the *UnityFbxForMaya.zip* file in the *FbxExporters/* folder from the Unity package to a writable location. This can be in or outside of your Unity Project.
306
+
1. Locate the *UnityFbxForMaya.zip* file. You can find it in Unity, using the Project Window, under "FBX Exporter/Editor/Integrations"
307
+
308
+
2. Extract the archive to a writable location. This can be in or outside of your Unity Project.
325
309
326
-
2. Copy the contents of *Integrations/Autodesk/maya/UnityFbxForMaya.txt* from the unzipped folder to the following file:
310
+
3. Copy the contents of *Integrations/Autodesk/maya/UnityFbxForMaya.txt* from the unzipped folder to the following file:
327
311
328
312
* On Windows:<br/>*C:\Users\{username}\Documents\maya\modules\UnityFbxForMaya.mod*
329
313
* On Mac:<br/>*$HOME/Library/Preferences/Autodesk/Maya/modules/UnityFbxForMaya.mod*
330
314
331
-
3. In *UnityFbxForMaya.mod*, modify the following line (mel code):
315
+
4. In *UnityFbxForMaya.mod*, modify the following line (mel code):
... where `{Version}` = `1.3.0b1` (or your version number of the FBX Exporter package) and `{UnityIntegrationsPath}` = the location where you unzipped UnityFbxForMaya.zip in step 1
320
+
... where `{Version}` = `2.0.0` (or your version number of the FBX Exporter package) and `{UnityIntegrationsPath}` = the location where you unzipped UnityFbxForMaya.zip in step 1
337
321
338
322
339
-
4. Locate the following file (if it doesn't exist, create the file):
323
+
5. Locate the following file (if it doesn't exist, create the file):
340
324
341
325
* On Windows: <br/>*C:\Users\{username}\Documents\maya\scripts\userSetup.mel*
342
326
* On Mac: <br/>*$HOME/Library/Preferences/Autodesk/Maya/scripts/userSetup.mel*
0 commit comments