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Fixed trademark issues for Autodesk products
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Packages/com.unity.formats.fbx/Documentation~/exporting.md

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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:** - 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 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 the colon (":").<br/> - Adds an underscore ("_") to names that begin with a number.<br/> - 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. |
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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/>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. |
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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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The FBX Exporter exports in centimeter units (cm) with the Mesh set to real world meter (m) scale. For example, if vertex[0] is at [1, 1, 1] m., it is converted to [100, 100, 100] cm.
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In 3ds Max, it is recommended to set the system units to centimeters to avoid any scaling on Model import and export.
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In Autodesk® 3ds Max®, it is recommended to set the system units to centimeters to avoid any scaling on Model import and export.
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There are no specific import options to adjust between Unity and Maya. When working in Maya, you can set the working units to meters if you prefer.
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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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For example, when working with large models in Maya, 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 by 100x so that objects display in the viewport.
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For example, 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 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 Maya 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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* 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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Packages/com.unity.formats.fbx/Documentation~/index.md

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__Version__: 2.0.0-preview
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The FBX Exporter package provides round-trip workflows between Unity and 3D modeling software. Use this workflow to send geometry, Lights, Cameras, and animation from Unity to Maya, Maya LT, or 3ds Max, and back again, with minimal effort.
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The FBX Exporter package provides round-trip workflows between Unity and 3D modeling software. Use this workflow to send geometry, Lights, Cameras, and animation from Unity to Autodesk® Maya®, Autodesk® Maya LT, or Autodesk® 3ds Max®, and back again, with minimal effort.
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The FBX Exporter package includes the following features:
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* [FBX Exporter](exporting.html): 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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* [Linked Prefab](prefabs.html): 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.
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* [Unity Integration for 3D modeling software](integration.html): Effortlessly import and export Assets between Unity and Maya, Maya LT, or 3ds Max. The 3D modeling software remembers where the files go, and what objects to export back to Unity.
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* [Unity Integration for 3D modeling software](integration.html): 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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The FBX Exporter package is compatible with the following versions of the Unity Editor:
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* 2018.2 and later
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The Unity Integration for Maya feature supports the following versions of Maya:
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The Unity Integration for Autodesk® Maya® and Autodesk® Maya LT™ feature supports the following versions:
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* Maya 2017
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* Maya 2018
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* Maya LT 2017
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* Maya LT 2018
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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™ LT 2017
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* Autodesk® Maya® and Autodesk® Maya LT™ LT 2018
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The Unity Integration for 3ds Max feature supports the following versions of 3ds Max:
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The Unity Integration for Autodesk® 3ds Max® feature supports the following versions of Autodesk® 3ds Max®:
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* 3ds Max 2017
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* 3ds Max 2018
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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 1.1.0.b1, the link between Assets and FbxPrefab components may be lost. See [Updating from 1.1.0b1](#Repairs_1_1_0b_1) for repairing instructions.
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* When installing a new version of the FBX Exporter package after using version 1.1.0.b1, the link between Assets and FbxPrefab components may be lost. See [Updating from 1.1.0b1](#Repairs_1_1_0b_1) for repairing instructions.
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* The FBX Exporter package does not support exporting .asset files.
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### Updating from 1.1.0b1
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If your previous version of the FBX Exporter Package was 1.1.0b1, some Assets in your Project may lose their FbxPrefab components. To repair this issue, follow these steps:
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If your previous version of the FBX Exporter package was 1.1.0b1, some Assets in your Project may lose their FbxPrefab components. To repair this issue, follow these steps:
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1. If your Project Assets are serialized as Binary, select __Edit__ > __Project Settings__ > __Editor__ to view the Editor Settings.
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