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Copy file name to clipboardExpand all lines: Packages/com.unity.formats.fbx/Documentation~/exporting.md
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@@ -73,7 +73,7 @@ In addition, the **Projection** type (perspective/orthographic) and **Aspect Rat
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## Lights
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The FBX Exporter exports Lights of type *Directional*, *Spot*, *Point*, and *Area*.
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The FBX Exporter exports Lights of type *Directional*, *Spot*, *Point*, and *Area*.
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It also exports the following Light attributes:
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The FBX Exporter exports the following attributes for the Rotation Constraint type:
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- Affected axes (X,Y,Z)
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- Rotation Offset
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- Rest Rotation
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- World Up Type
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The FBX Exporter exports the following attributes for the Parent Constraint type:
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- Source Translation Offset (animated)
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- Source Rotation Offset (animated)
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- Source Translation Offset
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- Source Rotation Offset
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- Affect Rotation Axes
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- Affect Translation Axes
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- Rest Translation
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|__Destination__| Which object to transfer the transform animation to.<br/><br/>This object receives the transform animation on objects between __Source__ and __Destination__ as well as the animation on the Source itself. |
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|__Export Format__| Select the format to use in the FBX file (ASCII or Binary). |
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|__Include__| Choose whether to export both Models and Animation, only Models, or only Animations. |
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|__LOD level__| For level of detail (LOD) groups, choose the desired level of detail to export (all, highest, or lowest). <br/><br/>**Notes:** - 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 |
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|__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 |
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|__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. |
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|__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. |
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| __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. |
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| __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. |
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|__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. |
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**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.
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## Exporting animation from the Timeline
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## Exporting with relevant system units
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The FBX Exporter exports in centimeter units (cm) with the Mesh set to real world meter (m) scale. For example, if vertex[0] is at [1, 1, 1] m., it is converted to [100, 100, 100] cm.
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The FBX Exporter exports in centimeter units (cm) with the Mesh set to real world meter (m) scale. For example, if vertex[0] is at [1, 1, 1] m, it is converted to [100, 100, 100] cm.
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In Autodesk® 3ds Max®, it is recommended to set the system units to centimeters to avoid any scaling on Model import and export.
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There are no specific import options to adjust between Unity and Autodesk® Maya® and Autodesk® Maya LT™. When working in Autodesk® Maya® and Autodesk® Maya LT™, you can set the working units to meters if you prefer.
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For example, when working with large models in Autodesk® Maya® and Autodesk® Maya LT™, to ensure that the models clip to meters, adjust the scale of the near and far clipping planes for all cameras by 100x. In addition, you should scale lights by 100x so that objects display in the viewport.
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When working with large models in Autodesk® Maya® and Autodesk® Maya LT™, to ensure that the models clip to meters, adjust the scale of the near and far clipping planes for all cameras by 100x. In addition, you should scale lights and cameras by 100x so that objects display in the viewport.
Copy file name to clipboardExpand all lines: Packages/com.unity.formats.fbx/Documentation~/index.md
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* Autodesk® Maya® and Autodesk® Maya LT™ 2017
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* Autodesk® Maya® and Autodesk® Maya LT™ 2018
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* Autodesk® Maya® and Autodesk® Maya LT™ LT 2017
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* Autodesk® Maya® and Autodesk® Maya LT™ LT 2018
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The Unity Integration for Autodesk® 3ds Max® feature supports the following versions of Autodesk® 3ds Max®:
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## Known issues
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* When installing a new version of the FBX Exporter package after using version 1.1.0.b1, the link between Assets and FbxPrefab components may be lost. See [Updating from 1.1.0b1](#Repairs_1_1_0b_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 FbxPrefab components may be lost. See [Updating from 1.3.0f1 or earlier](#Repairs_1_3_0f_1) for repairing instructions.
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* The FBX Exporter package does not support exporting .asset files.
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<aname="Repairs_1_1_0b_1"></a>
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<aname="Repairs_1_3_0f_1"></a>
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## Installing the FBX Exporter
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To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest).
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Verify that the FBX Exporter is correctly installed by opening it (from the top menu: **GameObject** > **Export To FBX**).
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### Updating from 1.1.0b1
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### Updating from 1.3.0f1 or earlier
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If your previous version of the FBX Exporter package was 1.1.0b1, some Assets in your Project may lose their FbxPrefab components. To repair this issue, follow these steps:
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If your previous version of the FBX Exporter package was version 1.3.0f1 or earlier, follow these steps for updating:
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Before you install the FBX Exporter Package, follow these steps (recommended):
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1. Back up your Project.
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2. Restart Unity.
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3. Delete the *FbxExporters* folder.
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4. Install the FBX Exporter from the [Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest)
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Some Assets in your Project may lose their FbxPrefab components. To repair this issue, follow these steps:
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1. If your Project Assets are serialized as Binary, select __Edit__ > __Project Settings__ > __Editor__ to view the Editor Settings.
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2. Change the __Asset Serialization__ mode to __Force Text__. The __Force Text__ option converts all Project Assets to text.
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3. Before continuing, back up your Project.
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4. Select __Edit__ > __Project Settings__ > __Fbx Export__ to view the [Fbx Export Settings](options.html).
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4. Select __Edit__ > __Project Settings__ > __FBX Export__ to view the [FBX Export Settings](options.html).
Copy file name to clipboardExpand all lines: Packages/com.unity.formats.fbx/Documentation~/integration.md
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## Manually Installing an Autodesk® Maya®or Autodesk® Maya LT™ Integration
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## Manually Installing an Autodesk® Maya®<br/>or Autodesk® Maya LT™ Integration
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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™.
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3. Copy the contents of *Integrations/Autodesk/maya/UnityFbxForMaya.txt* from the unzipped folder to the following file:
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* On Windows:<br/>*C:\Users\{username}\Documents\maya\modules\UnityFbxForMaya.mod*
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* On Windows:<br/>*C:\Users\\{username}\Documents\maya\modules\UnityFbxForMaya.mod*
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* On Mac:<br/>*$HOME/Library/Preferences/Autodesk/Maya/modules/UnityFbxForMaya.mod*
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4. In *UnityFbxForMaya.mod*, modify the following line (mel code):
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4. In *UnityFbxForMaya.mod*, modify the following line (mel code): <br/>
Where`{Version}` = `2.0.0` (or your version number of the FBX Exporter package) and `{UnityIntegrationsPath}` = the location where you unzipped *UnityFbxForMaya.zip* in step 1.
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Set`{Version}` = `2.0.0` (or your version number of the FBX Exporter package) and `{UnityIntegrationsPath}` = the location where you unzipped *UnityFbxForMaya.zip* in step 1.
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5. Locate the following file (if it doesn't exist, create the file):
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Where you replace `{UnityProjectPath}` with the path to your Unity Project, and `{ExportSettingsPath}` with the path to *Integrations/Autodesk/maya/scripts/unityFbxExportSettings.mel* and `{ImportSettingsPath}` with the path to *Integrations/Autodesk/maya/scripts/unityFbxImportSettings.mel*.
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## Working with Autodesk® Maya® 2017+and Autodesk® Maya LT™ 2017+
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## Working with Autodesk® Maya® 2017+<br/>and Autodesk® Maya LT™ 2017+
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### Importing from Unity
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__File__ > __Unity__ > __Export Model Only__ exports all Models in the selected export sets, but does not export any animation.
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__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).
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__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).
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> ***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.
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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.
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### Known Issues
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* Exporting animation only for animated lights and cameras is not currently supported
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## Working with Autodesk® 3ds Max® 2017+
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### Importing from Unity
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The **@** notation (*<modelname>@<animation>.fbx*), indicates that this is an animation file belonging to the Model contained in *model.fbx*.
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The **@** notation (**modelname**@**animation**.fbx), indicates that this is an animation file belonging to the Model contained in *model.fbx*.
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For instance, if you import a file called *[email protected]*, the export set is based on the name before the **@** symbol. Therefore, it uses the same set as *model.fbx*.
Copy file name to clipboardExpand all lines: Packages/com.unity.formats.fbx/Documentation~/options.md
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|__Keep Open__| Check this option to keep the selected 3D modeling software open after installing it. |
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|__Hide Native Menu__| Check this option to hide the native __Send to Unity__ menu in Autodesk® Maya® and Autodesk® Maya LT™. |
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|__Install Unity Integration__| Click this button to install [Unity Integration](integration.html) for the selected __3D Application__. |
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|__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. |
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|__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. |
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