Skip to content

Commit 5fdbed3

Browse files
vkovecDavid Lassonde
authored andcommitted
fix formatting, broken links + add known issue
1 parent cb7c6c8 commit 5fdbed3

File tree

4 files changed

+12
-8
lines changed

4 files changed

+12
-8
lines changed

Packages/com.unity.formats.fbx/Documentation~/exporting.md

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -217,10 +217,10 @@ When exporting an FBX file, the following Export Options window opens, displayin
217217
| __LOD level__ | For level of detail (LOD) groups, choose the desired level of detail to export (all, highest, or lowest). <br/><br/>**Notes:**<br/> - 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 |
218218
| __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. |
219219
| __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. |
220-
| __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. |
220+
| __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/>**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. |
221221
| __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. |
222222

223-
223+
**Note:** 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.
224224

225225
## Exporting animation from the Timeline
226226

Packages/com.unity.formats.fbx/Documentation~/integration.md

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -41,7 +41,7 @@ If you enabled the __Keep Open__ option in the [Fbx Export Settings](options.htm
4141

4242

4343

44-
## Manually Installing an Autodesk® Maya® or Autodesk® Maya LT™ Integration
44+
## Manually Installing an Autodesk® Maya®<br/>or Autodesk® Maya LT™ Integration
4545

4646
In some cases, you have to install your integration manually. For example, you may be using an unsupported version of Autodesk® Maya® or Autodesk® Maya LT™.
4747

@@ -80,7 +80,7 @@ To manually install an Autodesk® Maya® or Autodesk® Maya LT™ Integration, f
8080

8181

8282

83-
## Working with Autodesk® Maya® 2017+ and Autodesk® Maya LT™ 2017+
83+
## Working with Autodesk® Maya® 2017+<br/>and Autodesk® Maya LT™ 2017+
8484

8585
### Importing from Unity
8686

@@ -119,7 +119,7 @@ __File__ > __Unity__ > __Export__ exports both Models and animation contained in
119119

120120
__File__ > __Unity__ > __Export Model Only__ exports all Models in the selected export sets, but does not export any animation.
121121

122-
__File__ > __Unity__ > __Export Animation Only__ exports only the animation applied to the objects in the export set as well as the minimum components required for the animation (such as transforms, animated lights and cameras).
122+
__File__ > __Unity__ > __Export Animation Only__ exports only the animation applied to the objects in the export set as well as the minimum components required for the animation (such as transforms).
123123

124124
> ***Note:*** If no animation file with the **@** notation has been imported, then this option has no effect. The workaround for exporting a new animation is to first import an empty FBX file with the **@** notation (*{model}@anim.fbx*), so that the export set is configured correctly.
125125
@@ -128,6 +128,10 @@ In order to export objects from the desired export set, you can select one or mo
128128
If you select multiple sets or objects from multiple sets, then the FBX Exporter exports each set to its respective file defined in the attributes of the set.
129129

130130

131+
### Known Issues
132+
133+
* Exporting animation only for animated lights and cameras is not currently supported
134+
131135
## Working with Autodesk® 3ds Max® 2017+
132136

133137
### Importing from Unity

Packages/com.unity.formats.fbx/Documentation~/options.md

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -16,6 +16,6 @@ Use the Fbx Export Settings window to specify whether or not to automatically up
1616
| __Keep Open__ | Check this option to keep the selected 3D modeling software open after installing it. |
1717
| __Hide Native Menu__ | Check this option to hide the native __Send to Unity__ menu in Autodesk® Maya® and Autodesk® Maya LT™. |
1818
| __Install Unity Integration__ | Click this button to install [Unity Integration](integration.html) for the selected __3D Application__. |
19-
| __Run Component Updater__ | Click this button to run the [Component Updater](#Repairs_1_1_0b_1) to repair any broken FbxPrefab components if you were using a previous version of the FBX Exporter package. |
19+
| __Run Component Updater__ | Click this button to run the [Component Updater](index.html#Repairs_1_3_0f_1) to repair any broken FbxPrefab components if you were using a previous version of the FBX Exporter package. |
2020

2121

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

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -39,10 +39,10 @@ When converting to a Linked Prefab, the following window opens, displaying optio
3939
| __LOD level__ | __Convert to Linked Prefab Instance__ always exports All levels of detail (LOD) available in the hierarchy for LOD groups. |
4040
| __Object(s) Position__ | __Convert to Linked Prefab Instance__ always resets the root object's transform during export. However, the Prefab maintains the global transform for the root object. |
4141
| __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. |
42-
| __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 colon (":").<br/> - Adds an underscore ("\_") to names that begin with a number. - 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. |
42+
| __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 colon (":").<br/> - Adds an underscore ("\_") to names that begin with a number. - Replaces diacritics. For example, replaces "é" with “e”.<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. |
4343
| __Don't ask me again__ | Check this option to use the same **Convert Option** properties and hide this window when converting to Linked Prefabs in the future. You can reset this option by turning on the **Show Convert UI** option under **Edit** > **Project Settings** > **Fbx Export** in Unity's top menu. |
4444

45-
45+
**Note:** 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.
4646

4747
## Automatic updates
4848

0 commit comments

Comments
 (0)