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UNI-4964: Final edits before Tech Review/PR
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com.unity.formats.fbx/Documentation~/exporting.md

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## Export Options window
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When exporting an FBX file, the following Export Options window opens, displaying options for specifying what gets exported.
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When exporting an FBX file, the following **Convert Options** window opens, displaying options for specifying what gets exported.
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![Export Options window](images/FBXExporter_ConvertOptionsWindow.png)
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### Export Options Properties
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### Convert Options Properties
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| Property: | Function: |
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| :------------------------ | :----------------------------------------------------------- |
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# Known Issues
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# Limitations
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* The FBX Exporter package does not support exporting `.asset` files.
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* The bind poses of animated skinned meshes are 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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* The bind poses of animated skinned Meshes are 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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* Name or path changes are ignored when converting a Model instance
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* The FBX Exporter package ignores name or path changes when converting a Model instance.
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* Exporting animation only for animated lights and cameras from Autodesk® Maya® and Maya LT™ is not currently supported
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* The FBX Exporter package does not support exporting animation only for animated Lights and Cameras from Autodesk® Maya® and Maya LT™.

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

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![Convert Options for an FBX Linked Prefab](images/FBXExporter_ConvertOptionsWindow.png)
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#### Convert Option Properties
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#### Convert Option properties
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| Property: | Function: |
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| :------------------------ | :----------------------------------------------------------- |
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# Troubleshooting
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This section covers the following issues:
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* [Upgrading the FBX Exporter from the Asset Store package](#AssetStoreToPackman)
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* [Incorrect skinning on Animated Skinned Mesh](#SkinnedMeshExport)
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* [Converting GameObjects with UI components](#ConvertUI)
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* [Overwriting FBX files](#OverwritingFiles)
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* [Tree primitive no longer editable after conversion](#EditableTree)
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* [Trail and line particles lose material after being converted](#ParticlesLoseMaterial)
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* [Upgrading the FBX Exporter from the Asset Store package](#AssetStoreToPackman)
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* [Incorrect skinning on Animated Skinned Mesh](#SkinnedMeshExport)
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* [Converting GameObjects with UI components](#ConvertUI)
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* [Overwriting FBX files](#OverwritingFiles)
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* [Tree primitive no longer editable after conversion](#EditableTree)
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* [Trail and line particles lose material after being converted](#ParticlesLoseMaterial)
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<a name="AssetStoreToPackman"></a>
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## Upgrading the FBX Exporter from the Asset Store package
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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](index.md#Repairs_1_3_0f_1) for repairing instructions.
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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 Prefabs may be lost. To repair these problems, follow the instructions under [Updating from 1.3.0f1 or earlier](index.md#Repairs_1_3_0f_1).
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<a name="SkinnedMeshExport"></a>
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## Incorrect skinning on Animated Skinned Mesh
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If animated skinned meshes do not export with the correct skinning, it may be because they are not in the bind pose on export.
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Before exporting the animated skinned mesh, check the following:
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* The skinned mesh animation is not being previewed in the Animation of Timeline windows, as this may cause issues on export
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* The original Rig's FBX does not contain animation
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* It is currently not possible to fix this issue in Unity. Animation will first need to be separated from the Rig in a separate modeling software such as Autodesk® Maya®
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If animated skinned Meshes do not export with the correct skinning, it may be because they are not in the bind pose on export.
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Before exporting the animated skinned Mesh, make sure that:
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* The skinned mesh animation is not being previewed in the Animation of Timeline windows, as this may cause issues on export.
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* The original Rig's FBX does not contain animation.
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**NOTE**: It is currently not possible to fix this issue in Unity. You need to separate your animation from the Rig in a separate modeling software such as Autodesk® Maya® first.
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<a name="ConvertUI"></a>
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## Converting GameObjects with UI components
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Converting hierarchies with UI components (i.e. RectTransform) will break the UI.
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A workaround for this is to first prepare the hierarchy so that it has no GameObjects with UI elements before converting, then add the UI elements to the FBX Linked Prefab afterwards.
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Converting hierarchies with UI components (for example, **RectTransform**) breaks the UI.
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To work around this:
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1. Prepare the hierarchy so that it has no GameObjects with UI elements before converting.
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2. Add the UI elements to the FBX Linked Prefab afterwards.
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<a name="OverwritingFiles"></a>
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## Overwriting FBX files
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In some situations, overwriting an FBX file that is used by an FBX Linked Prefab instance, may lead to unexpected results such as additional objects being added to the Prefab hierarchy.
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Therefore, we recommend not to overwrite an FBX file that is used by an FBX Linked Prefab.
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In some situations, overwriting an FBX file used by an FBX Linked Prefab instance may lead to unexpected results, such as additional objects being added to the Prefab hierarchy.
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For this reason, we recommend not to overwrite an FBX file that is used by an FBX Linked Prefab.
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<a name="EditableTree"></a>
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## Tree primitive no longer editable after conversion
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Converting a Tree primitive will make the Tree no longer editable.
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Make sure to only convert the Tree when finished editing. Otherwise click undo after converting to return to previous state where the Tree was editable.
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Converting a Tree primitive makes the Tree read-only.
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To avoid this, make sure to convert only the Tree when finished editing. Otherwise, Undo the conversion to return to previous state where the Tree was editable.
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<a name="ParticlesLoseMaterial"></a>
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## Trail and line particles lose material after being converted
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If materials are lost when converting trail or line particles, the materials will currently need to be re-applied to the FBX Linked Prefab after conversion.
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## Trail and line particles lose Material after being converted
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If you lose Materials when converting trail or line particles, you need to re-apply the Materials to the FBX Linked Prefab after conversion.
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