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Merge pull request #493 from Unity-Technologies/UT-3149-remove-export-geometry-option
Ut 3149 remove export geometry option
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CHANGELOG.md

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# Changes in Fbx Exporter
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## [3.0.0-preview.1] - 2020-01-08
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## [3.0.0-preview.1] - 2020-01-13
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### Added
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- Added FBX Recorder to record animations from the Unity Recorder directly to FBX (adds dependency to Unity Recorder)
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- Export animated focal length and lens shift of cameras
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- Added FBX Recorder to record animations from the Unity Recorder directly to FBX (adds dependency to Unity Recorder).
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- Export animated focal length and lens shift of cameras.
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### Changed
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- Updated dependency to com.autodesk.fbx version 3.0.0-preview.1, which means we update to [FBX SDK 2020](http://help.autodesk.com/view/FBX/2020/ENU/)
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- Updated dependency to com.autodesk.fbx version 3.0.0-preview.1, which means we update to [FBX SDK 2020](http://help.autodesk.com/view/FBX/2020/ENU/).
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### Fixed
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- Fixed camera aspect and gate fit exporting as incorrect values
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- Fixed camera aspect and gate fit exporting as incorrect values.
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### Known Issues
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- Using the FBX Recorder to record animated characters is not supported yet, and fails in some cases.
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## [2.0.3-preview.3] - 2019-09-24
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-7.03 KB
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com.unity.formats.fbx/Documentation~/recorder.md

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| Property: | Function: |
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| :---------------------------- | :----------------------------------------------------------- |
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| __Export Geometry__ | Check this option to export the geometry of the recorded GameObject to FBX, if any. |
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| __File Name__ | The filename for the exported FBX. |
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| __Path__ | The path to export the FBX to. Can be outside of the Assets folder. |
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| __Take Number__ | The take number can be set and used in the filename. It automatically increments after each recording. |

com.unity.formats.fbx/Editor/Sources/Recorders/FbxRecorder/FbxRecorder.cs

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AnimationUtility.SetAnimationClips(animator, new AnimationClip[] { clip });
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var exportSettings = new ExportModelSettingsSerialize();
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var toInclude = ExportSettings.Include.ModelAndAnim;
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if (!settings.ExportGeometry)
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{
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toInclude = ExportSettings.Include.Anim;
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}
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exportSettings.SetModelAnimIncludeOption(toInclude);
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ModelExporter.ExportObject(clipName, root, exportSettings);
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com.unity.formats.fbx/Editor/Sources/Recorders/FbxRecorder/FbxRecorderSettings.cs

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namespace UnityEditor.Formats.Fbx.Exporter
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{
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[RecorderSettings(typeof(FbxRecorder), "FBX", "fbx_recorder")]
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public class FbxRecorderSettings : RecorderSettings
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internal class FbxRecorderSettings : RecorderSettings
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{
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[SerializeField] bool m_exportGeometry = true;
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public bool ExportGeometry
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{
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get
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{
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return m_exportGeometry;
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}
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set
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{
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m_exportGeometry = value;
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}
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}
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[SerializeField] AnimationInputSettings m_AnimationInputSettings = new AnimationInputSettings();
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public AnimationInputSettings animationInputSettings

com.unity.formats.fbx/Editor/Sources/Recorders/FbxRecorder/FbxRecorderSettingsEditor.cs

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EditorGUILayout.LabelField("Format", "FBX");
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FbxRecorderSettings settings = target as FbxRecorderSettings;
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settings.ExportGeometry = EditorGUILayout.Toggle("Export Geometry", settings.ExportGeometry);
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}
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}
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}

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