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FBX-8 move asset store update off doc homepage (#553)
* FBX-23 fix diacritics bullet point * FBX-22 add reference to Maya 2020 * FBX-8 move asset store upgrade info to separate page * update changelog
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CHANGELOG.md

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# Changes in Fbx Exporter
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## [Unreleased] - 2020-11-16
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### Changed
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- Moved Asset Store update information to separate page in documentation.
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## [4.0.0-pre.1] - 2020-10-16
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### Changed
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- The Export and Convert to Prefab options can now be changed in the FBX Export Settings in Edit > Project Settings > Fbx Export.

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

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* [FBX Recorder](recorder)
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* [Limitations](knownissues)
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* [Troubleshooting](troubleshooting)
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* [Upgrading from Asset Store](assetstoreUpgrade)
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* [Developer's guide](devguide)
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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 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/Manual/upm-ui-install.html).
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If you were using an older version of the FBX Exporter, some Assets in your Project may have missing scripts where the obsolete FbxPrefab component was used. In order to fix these issues, 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.md).
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![Run Component Updated button](images/FBXExporter_RunComponentUpdater.png)
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5. Click the __Run Component Updater__ button to repair all text serialized Prefab and Scene Assets in the Project containing the obsolete FbxPrefab component.

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™ 2019
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* Autodesk® Maya® and Autodesk® Maya LT™ 2020
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The Unity Integration for Autodesk® 3ds Max® feature supports the following versions of Autodesk® 3ds Max®:
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* Autodesk® 3ds Max® 2019
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* Autodesk® 3ds Max® 2020
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<a name="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/Manual/upm-ui-install.html).
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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 1.3.0f1 or earlier
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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/Manual/upm-ui-install.html).
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If you were using an older version of the FBX Exporter, some Assets in your Project may have missing scripts where the obsolete FbxPrefab component was used. In order to fix these issues, 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.md).
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![Run Component Updated button](images/FBXExporter_RunComponentUpdater.png)
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5. Click the __Run Component Updater__ button to repair all text serialized Prefab and Scene Assets in the Project containing the obsolete FbxPrefab component.
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Verify that the FBX Exporter is correctly installed by opening it (from the top menu: **GameObject** > **Export To FBX**).

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

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| __LOD level__ | __Convert to FBX Prefab Variant__ always exports All levels of detail (LOD) available in the hierarchy for LOD groups. |
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| __Object(s) Position__ | __Convert to FBX Prefab Variant__ always resets the root object's transform during export. However, the Prefab maintains the global transform for the root object. |
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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 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. |
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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 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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### Integration
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### FBX Prefab Component Updater
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| Property: | Function: |
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| :---------------------------- | :----------------------------------------------------------- |
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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 missing FbxPrefab components if you were using version 1.3.0f1 or earlier of the FBX Exporter package. |
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| __Run Component Updater__ | Click this button to run the [Component Updater](assetstoreUpgrade.md) to repair any missing FbxPrefab components if you were using version 1.3.0f1 or earlier of the FBX Exporter package. |
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com.unity.formats.fbx/Documentation~/prefabs.md

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| __LOD level__ | __Convert to FBX Prefab Variant__ always exports All levels of detail (LOD) available in the hierarchy for LOD groups. |
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| __Object(s) Position__ | __Convert to FBX Prefab Variant__ always resets the root object's transform during export. However, the Prefab maintains the global transform for the root object. |
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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 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. |
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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 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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| __Don't ask me again__ | Check this option to use the same **Convert Option** properties and hide this window when converting to FBX Prefab Variants in the future. You can reset this option by turning on the **Display Options Window** option under **Edit** > **Project Settings** > **Fbx Export** in Unity's top menu. |
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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.

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

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## Upgrading the FBX Exporter from the Asset Store package
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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 Prefabs may be lost. To repair these problems, follow the instructions under [Updating from 1.3.0f1 or earlier](index.md#Repairs_1_3_0f_1).
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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 Prefabs may be lost. To repair these problems, follow the instructions under [Updating from 1.3.0f1 or earlier](assetstoreUpgrade.md).
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