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Merge pull request #506 from Unity-Technologies/v3.0.0-preview
V3.1.0 preview
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CHANGELOG.md

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# Changes in Fbx Exporter
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## [3.0.2-preview.1] - 2020-03-25
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## [3.1.0-preview.1] - 2020-04-02
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### Fixed
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- Blendshapes naming in FBX so that multiple blendshapes all import correctly in Maya. Thank you to @lazlo-bonin for the fix.
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- Don't override transforms when creating FBX Linked Prefab, so that the prefab updates properly when the FBX transforms are modified.
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- Changed FBX Linked Prefab to keep Unity materials instead of using materials exported to FBX file.
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- To revert to using the FBX materials in the Linked Prefab, open the prefab editor and remove the material overrides.
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- Fix issue where Maya imports root bone as null object if it doesn't have any descendants that are also bones.
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- Don't reduce keyframes after recording as it can create unnecessary errors/discrepancies in the exported curve.
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- Updated to latest com.autodesk.fbx (3.0.1-preview.1), to fix DLL not found errors if building for non-standalone platforms (e.g. Android, WebGL).
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## [3.0.1-preview.2] - 2020-01-22
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### Added

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

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/// This function exports the other components and animation.
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/// </summary>
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[SecurityPermission(SecurityAction.LinkDemand)]
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private bool ExportComponents(FbxScene fbxScene, bool exportAnim = true)
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private bool ExportComponents(FbxScene fbxScene)
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{
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var animationNodes = new HashSet<GameObject> ();
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}
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if(!animOnly){
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if(!ExportComponents(fbxScene, ExportOptions.ModelAnimIncludeOption != ExportSettings.Include.Model)){
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if(!ExportComponents(fbxScene)){
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Debug.LogWarning ("Export Cancelled");
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return 0;
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}

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

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var absolutePath = FileNameGenerator.SanitizePath(settings.FileNameGenerator.BuildAbsolutePath(session));
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var clipName = absolutePath.Replace(FileNameGenerator.SanitizePath(Application.dataPath), "Assets");
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#if UNITY_2018_3_OR_NEWER
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aInput.GameObjectRecorder.SaveToClip(clip, settings.FrameRate);
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#if UNITY_2019_3_OR_NEWER
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var options = new Animations.CurveFilterOptions();
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options.keyframeReduction = false;
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aInput.GameObjectRecorder.SaveToClip(clip, settings.FrameRate, options);
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#else
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aInput.gameObjectRecorder.SaveToClip(clip);
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aInput.GameObjectRecorder.SaveToClip(clip, settings.FrameRate);
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#endif
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var root = ((AnimationInputSettings)aInput.settings).gameObject;
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clip.name = "recorded_clip";

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": "3.0.2-preview.1",
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"version": "3.1.0-preview.1",
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"dependencies": {
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"com.unity.recorder": "2.1.0-preview.1",
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"com.unity.timeline": "1.0.0",
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"com.autodesk.fbx": "3.0.0-preview.1"
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"com.autodesk.fbx": "3.0.1-preview.1"
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},
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"unity": "2018.3",
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"unityRelease": "4f1",

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