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Merge pull request #539 from Unity-Technologies/v3.2.1-preview
v3.2.1 preview
2 parents e70b5a4 + dd59252 commit 578298e

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.yamato/upm-ci.yml

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- version: 2018.4
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- version: 2019.4
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publish_trigger_editors:
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- version: 2018.3
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- version: 2018.4
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- version: 2019.1
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- version: 2019.2

CHANGELOG.md

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# Changes in Fbx Exporter
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## [3.2.1-preview.1] - 2020-08-05
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## [3.2.1-preview.2] - 2020-08-05
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### Added
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- Add an export option to preserve model import settings when overwriting an fbx file.
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- Add the option to export FBX files outside of the Assets folder.
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- Renamed Export as FBX Linked Prefab to Export as FBX Prefab Variant.
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- Mesh instances are now exported as instances of a single mesh instead of exporting multiple, identical meshes.
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- Updated to latest com.autodesk.fbx (3.1.0-preview.2).
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- Updated minimum supported Unity version to 2018.4.
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### Fixed
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- No longer initiate export if no objects are selected in Autodesk® 3ds Max®.
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- Added a null check for bones, so export no longer fails if a skeleton has missing bones.
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- Fix incorrect relative paths for textures in FBX files.
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- Fix for Editor focus lockup when creating an FBX Prefab Variant on Mac.
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## [3.2.0-preview.2] - 2020-05-19
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### Added

QAReport.md

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# Quality Report - FBX Exporter Package
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## Version tested: 2.0.4-preview
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## Version tested: 3.2.1-preview
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#### QA Owner: Alexis Morin
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#### QA Owner: Natalia Whiteley
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### Tested On: Windows, MacOS
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### Test strategy
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[Ran Test Plan](https://docs.google.com/document/d/1W_RYL6j--nASVlxwJ4QWZpiZLPseKoxP5WAooANdlNU/edit?usp=sharing)
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##### New Features QA:
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- No new features
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- Tested option to preserve import settings.
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- Tested exporting an fbx outside the project.
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##### Fixes QA:
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- Tested the integrations for Max and Maya work again.
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- Tested empty selection does not export in Autodesk® 3ds Max®.
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- Tested null check for bones.
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- Tested relative paths for textures in FBX files.
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- Tested fix for Editor focus lockup when creating an FBX Prefab Variant on Mac.
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### Package Status
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- No new issues from current test plan or bugfixes.

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

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* [FBX Exporter](index)
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* [Exporting FBX files](exporting)
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* [FBX Linked Prefabs](prefabs)
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* [FBX Prefab Variants](prefabs)
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* [Integration](integration)
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* [FBX Export settings](options)
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* [FBX Recorder](recorder)

com.unity.formats.fbx/Editor/ExportModelEditorWindow.cs

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ExportSettings.instance.SelectedFbxPath = EditorGUILayout.Popup (ExportSettings.instance.SelectedFbxPath, pathLabels, GUILayout.MinWidth(SelectableLabelMinWidth));
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// Set export setting for exporting outside the project on choosing a path
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if (string.IsNullOrEmpty(ExportSettings.ConvertToAssetRelativePath(ExportSettings.FbxAbsoluteSavePath)))
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if (!pathLabels[ExportSettings.instance.SelectedFbxPath].Substring(0, 6).Equals("Assets"))
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{
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ExportSettings.instance.ExportOutsideProject = true;
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}
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// We're exporting outside Assets folder, so store the absolute path
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else if (string.IsNullOrEmpty(relativePath))
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{
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ExportSettings.instance.ExportOutsideProject = true;
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ExportSettings.AddFbxSavePath(fullPath);
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}
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// Store the relative path to the Assets folder

com.unity.formats.fbx/Editor/FbxExportSettings.cs

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public enum LODExportType { All = 0, Highest = 1, Lowest = 2 }
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public bool ExportOutsideProject;
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public bool ExportOutsideProject = false;
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internal const string kDefaultSavePath = ".";
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private static List<string> s_PreferenceList = new List<string>() {kMayaOptionName, kMayaLtOptionName, kMaxOptionName};

com.unity.formats.fbx/Editor/FbxExporter.cs

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AssetDatabase.Refresh();
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// replace with original metafile if specified to
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if (ExportOptions.PreserveImportSettings && originalMetafilePath != "")
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if (ExportOptions.PreserveImportSettings && !string.IsNullOrEmpty(originalMetafilePath))
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{
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ReplaceMetafile(originalMetafilePath);
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}

com.unity.formats.fbx/Tests/FbxTests/ModelExporterTest.cs

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// re-export with preserve import settings true and verify settings are the same
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var exportOptions = new ExportModelSettingsSerialize();
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ExportSettings.instance.ExportOutsideProject = false;
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exportOptions.SetPreserveImportSettings(true);
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ModelExporter.ExportObjects(filename, new Object[] { cube }, exportOptions);

com.unity.formats.fbx/package.json

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{
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"name": "com.unity.formats.fbx",
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"displayName": "FBX Exporter",
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"version": "3.2.1-preview.1",
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"version": "3.2.1-preview.2",
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"dependencies": {
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"com.unity.recorder": "2.2.0-preview.4",
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"com.unity.timeline": "1.0.0",
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"com.autodesk.fbx": "3.1.0-preview.2"
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},
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"unity": "2018.3",
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"unityRelease": "4f1",
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"description": "The Unity FBX Exporter package makes it easy to send geometry and animation from Unity 2018.3 or later to any application that supports FBX and back again with minimal effort.\n\nIn particular, this round-trip workflow enables you to export Unity scenes to FBX, import into Maya, Maya LT, or 3ds Max using an artist-friendly interface, export Unity-ready FBX geometry and animation, and safely merge your changes back into those Assets to continue your work.\n\nFor more information, see the FBX Exporter package documentation.",
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"unity": "2018.4",
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"unityRelease": "0f1",
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"description": "The Unity FBX Exporter package makes it easy to send geometry and animation to any application that supports FBX and back again with minimal effort.\n\nIn particular, this round-trip workflow enables you to export Unity scenes to FBX, import into Maya, Maya LT, or 3ds Max using an artist-friendly interface, export Unity-ready FBX geometry and animation, and safely merge your changes back into those Assets to continue your work.\n\nFor more information, see the FBX Exporter package documentation.",
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"keywords": [
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"fbx",
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"animation",

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