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UNI-4964: Updated existing docs (before restructuring)
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CHANGELOG.md

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* [FBX Exporter](index)
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* [Exporting FBX files from Unity](exporting)
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* [Using Prefabs to connect Unity and your 3D modeling software](prefabs-overview)
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* [Model Prefab Variants](nested-prefabs)
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* [Integrating Unity with 3D modeling software](integration)
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* [Setting FBX Export options](options)
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* [Exporting FBX files](exporting)
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* [Using FBX Linked Prefabs](prefabs)
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* [FBX Linked Prefabs](nested-prefabs)
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* [Integration](integration)
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* [FBX Export options](options)
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* [Troubleshooting](troubleshooting)
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* [Known Issues](knownissues)
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* [Developer's guide](devguide)

com.unity.formats.fbx/Documentation~/devguide.md

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As a developer you have access to the FBX Exporter from C# scripting. You can use the basic API by providing a single GameObject or a list of GameObjects. Note that default export settings are used for exporting the GameObjects to the FBX file.
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You can call the FBX Exporter from C# using methods found in the [**UnityEditor.Formats.Fbx.Exporter** ](../api/UnityEditor.Formats.Fbx.Exporter.html) namespace, for example:
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You can call the FBX Exporter from C# using methods found in the [UnityEditor.Formats.Fbx.Exporter](../api/UnityEditor.Formats.Fbx.Exporter.html) namespace, for example:
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```
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using System.IO;

com.unity.formats.fbx/Documentation~/exporting.md

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The FBX Exporter exports both Game Cameras and Physical Cameras.
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> ***Note:*** In Unity's Inspector, a Camera's **Physical Camera** property determines whether it is a *Physical Camera* or a *Game Camera*.
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> **NOTE:** In Unity's Inspector, a Camera's **Physical Camera** property determines whether it is a *Physical Camera* or a *Game Camera*.
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### Physical Cameras
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| :------------------------ | :----------------------------------------------------------- |
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| __Export Name__ | Specify the name of the FBX file to export. |
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| __Export Path__ | Specify the location where the FBX Exporter will save the FBX file. |
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| __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. |
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| __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. |
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| __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. |
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| __Export Format__ | Select the format to use in the FBX file (ASCII or Binary). |
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| __Include__ | Choose whether to export both Models and Animation, only Models, or only Animations. |
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| __LOD level__ | For level of detail (LOD) groups, choose the desired level of detail to export (all, highest, or lowest). <br/><br/>**Notes:**<br/> - 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 |
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| __LOD level__ | For level of detail (LOD) groups, choose the desired level of detail to export (all, highest, or lowest). <br/><br/>**NOTES:**<br/> - 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 |
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| __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. |
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| __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. |
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| __Compatible Naming__ | Check this option to control renaming the GameObject and Materials during export. <br/><br/>The FBX Exporter ensures compatible naming with Autodesk® Maya® and Autodesk® Maya LT™ to avoid unexpected name changes between Unity and Autodesk® Maya® and Autodesk® Maya LT™. 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 the colon (":").<br/> - Adds an underscore ("\_") to names that begin with a number.<br/> - Replaces diacritics. For example, replaces "é" with “e”.<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. |
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| __Compatible Naming__ | Check this option to control renaming the GameObject and Materials during export. <br/><br/>The FBX Exporter ensures compatible naming with Autodesk® Maya® and Autodesk® Maya LT™ to avoid unexpected name changes between Unity and Autodesk® Maya® and Autodesk® Maya LT™. 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 the colon (":").<br/> - Adds an underscore ("\_") to names that begin with a number.<br/> - Replaces diacritics. For example, replaces "é" with “e”.<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. |
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| __Export Unrendered__ | Check this option to export meshes that either don't have a renderer component, or that have a disabled renderer component. For example, a simplified mesh used as a Mesh collider. |
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**Note:** 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.
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> **NOTE:** 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.
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## Exporting animation from the Timeline
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There are no specific import options to adjust between Unity and Autodesk® Maya® and Autodesk® Maya LT™. When working in Autodesk® Maya® and Autodesk® Maya LT™, you can set the working units to meters if you prefer.
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When working with large models in Autodesk® Maya® and Autodesk® Maya LT™, to ensure that the models clip to meters, adjust the scale of the near and far clipping planes for all cameras by 100x. In addition, you should scale lights and cameras by 100x so that objects display in the viewport.
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## Known issues
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* Bind pose of animated skinned mesh is lost on export. For example, if you export an animated skinned mesh from Unity and import it into Autodesk® Maya® and Autodesk® Maya LT™ you will not be able to set the character into the bind pose using the **Rigging** > **Skin** > **Go to Bind Pose** command.
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* Animated skinned meshes may not export with the correct skinning if they are not in the bind pose on export (that is, not being previewed in the Animation or Timeline windows, and the original Rig's FBX must not contain animation)
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* For skinned meshes all bones must be descendants of the root bone. For example, if the root bone is "hips" and the right leg for the same skinned mesh is not a descendant of hips, export will fail.
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com.unity.formats.fbx/Documentation~/index.md

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The FBX Exporter package includes the following features:
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* [FBX Exporter](exporting.md): 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://docs.unity3d.com/Packages/com.unity.probuilder@latest/), then export to FBX to replace with final assets.
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* Connections via Model Prefab Variants:
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* [Model Prefab Variants](nested-prefabs.md):
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Unity 2018.3 introduced [Nested Prefabs](https://docs.unity3d.com/2018.3/Documentation/Manual/NestedPrefabs.html) and [Prefab Variants](https://docs.unity3d.com/2018.3/Documentation/Manual/PrefabVariants.html) as new Prefab features. The FBX Importer allows you to import an FBX file as a *Model Prefab* and create Prefab Variants from them. Since Prefab Variants can override properties and children without affecting the original Prefab, you can use them in Unity without breaking the link to the file, and bring in updates.
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* [FBX Exporter](exporting.md): 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://docs.unity3d.com/Packages/com.unity.probuilder@latest/), then export your GameObjects to FBX until you can replace them with the final Assets.
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* [FBX Linked Prefabs](prefabs.md): The FBX Importer allows you to import an FBX file as a **Model Prefab** and create **Prefab Variants** from them. Since Prefab Variants can override properties and children without affecting the original Prefab, you can use them in Unity without breaking the link to the file, and bring in updates.
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* [Unity Integration for 3D modeling software](integration.md): Effortlessly import and export Assets between Unity and Autodesk® Maya®, Autodesk® Maya LT™, or Autodesk® 3ds Max®. The 3D modeling software remembers where the files go, and what objects to export back to Unity.
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## Requirements
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* Autodesk® Maya® and Autodesk® Maya LT™ 2017
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* Autodesk® Maya® and Autodesk® Maya LT™ 2018
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* Autodesk® Maya® and Autodesk® Maya LT™ 2019
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The Unity Integration for Autodesk® 3ds Max® feature supports the following versions of Autodesk® 3ds Max®:
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* Autodesk® 3ds Max® 2017
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* Autodesk® 3ds Max® 2018
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## Known issues
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* When installing a new version of the FBX Exporter package after using version 1.3.0f1 or earlier, the link between Assets and FbxPrefab components may be lost. See [Updating from 1.3.0f1 or earlier](#Repairs_1_3_0f_1) for repairing instructions.
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* The FBX Exporter package does not support exporting `.asset` files.
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* Autodesk® 3ds Max® 2019
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* Autodesk® 3ds Max® 2020
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<a name="Repairs_1_3_0f_1"></a>
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## Installing the FBX Exporter
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To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest).
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To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Manual/upm-ui-install.html).
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Verify that the FBX Exporter is correctly installed by opening it (from the top menu: **GameObject** > **Export To FBX**).
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4. Install the FBX Exporter from the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest)
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4. Install the FBX Exporter from the [Package Manager](https://docs.unity3d.com/Manual/upm-ui-install.html).
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Some Assets in your Project may lose their FbxPrefab components. To repair this issue, follow these steps:
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com.unity.formats.fbx/Documentation~/integration.md

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* On Mac:<br/>*$HOME/Library/Preferences/Autodesk/Maya/modules/UnityFbxForMaya.mod*
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4. In *UnityFbxForMaya.mod*, modify the following line (mel code): <br/>
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```UnityFbxForMaya {Version} {UnityIntegrationsPath}/Integrations/Autodesk/maya```
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```UnityFbxForMaya {Version} {UnityIntegrationsPath}/Integrations/Autodesk/maya```
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Set `{Version}` = `2.0.0` (or your version number of the FBX Exporter package) and `{UnityIntegrationsPath}` = the location where you unzipped *UnityFbxForMaya.zip* in step 1.
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* On Mac: <br/>*$HOME/Library/Preferences/Autodesk/Maya/scripts/userSetup.mel*
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```if(`exists unitySetupUI`){ unitySetupUI; }```
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![](images/FBXExporter_MayaAccessScriptEditor.png)
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8. Run the following (mel code): <br/>
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```unityConfigure "{UnityProjectPath}" "{ExportSettingsPath}" "{ImportSettingsPath}" 0 0;```
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Where you replace `{UnityProjectPath}` with the path to your Unity Project, and `{ExportSettingsPath}` with the path to *Integrations/Autodesk/maya/scripts/unityFbxExportSettings.mel* and `{ImportSettingsPath}` with the path to *Integrations/Autodesk/maya/scripts/unityFbxImportSettings.mel*.
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__File__ > __Unity__ > __Export Animation Only__ exports only the animation applied to the objects in the export set as well as the minimum components required for the animation (such as transforms).
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> ***Note:*** If no animation file with the **@** notation has been imported, then this option has no effect. The workaround for exporting a new animation is to first import an empty FBX file with the **@** notation (*{model}@anim.fbx*), so that the export set is configured correctly.
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> **NOTE:** If no animation file with the **@** notation has been imported, then this option has no effect. The workaround for exporting a new animation is to first import an empty FBX file with the **@** notation (*{model}@anim.fbx*), so that the export set is configured correctly.
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In order to export objects from the desired export set, you can select one or more objects in the set or the set itself. In either case, the FBX Exporter exports the entire contents of the set.
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### Known Issues
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## Working with Autodesk® 3ds Max® 2017+
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This allows you to easily import animation files and apply them to the appropriate objects in the Scene. A single animation file is supported per Model file. Importing a new animation overwrites the existing animation in the Scene.
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> **NOTE:** Exporting animation only from Autodesk® 3ds Max® is not supported.
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![FBX import file browser in Autodesk® 3ds Max®](images/FBXExporter_MaxUnityFileBrowser.png)
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> ***Tip:*** You can also right-click the UnityExportSets and add or remove objects using the context menu.
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> **TIP:** You can also right-click the UnityExportSets and add or remove objects using the context menu.
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![Named Selection Sets in Autodesk® 3ds Max®](images/FBXExporter_MaxNamedSelectionSets.png)
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