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Merge pull request #475 from Unity-Technologies/UT-1997-update-documentation
Ut 1997 update documentation
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* [FBX Exporter](index)
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* [Exporting FBX files from Unity](exporting)
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* [Using Prefabs to connect Unity and your 3D modeling software](prefabs-overview)
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* [Model Prefab Variants](nested-prefabs)
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* [FBX Linked Prefab](nested-prefabs)
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* [Integrating Unity with 3D modeling software](integration)
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* [Setting FBX Export options](options)
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* [Developer's guide](devguide)
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* [Troubleshooting](troubleshooting)
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* [Known Issues](knownissues)

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

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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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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.
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## Known issues
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* Bind pose of animated skinned mesh is lost on export. For example, if you export an animated skinned mesh from Unity and import it into Autodesk® Maya® and Autodesk® Maya LT™ you will not be able to set the character into the bind pose using the **Rigging** > **Skin** > **Go to Bind Pose** command.
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* Animated skinned meshes may not export with the correct skinning if they are not in the bind pose on export (that is, not being previewed in the Animation or Timeline windows, and the original Rig's FBX must not contain animation)
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* For skinned meshes all bones must be descendants of the root bone. For example, if the root bone is "hips" and the right leg for the same skinned mesh is not a descendant of hips, export will fail.
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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.
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