Skip to content

Commit 75f16f5

Browse files
committed
remove known issues from other doc sections
1 parent f355d88 commit 75f16f5

File tree

5 files changed

+3
-23
lines changed

5 files changed

+3
-23
lines changed

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

Lines changed: 1 addition & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -235,13 +235,4 @@ In Autodesk® 3ds Max®, it is recommended to set the system units to centimeter
235235

236236
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.
237237

238-
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.
239-
240-
## Known issues
241-
242-
* 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.
243-
244-
* 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)
245-
246-
* 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.
247-
238+
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.

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

Lines changed: 0 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -32,12 +32,6 @@ The Unity Integration for Autodesk® 3ds Max® feature supports the following ve
3232
* Autodesk® 3ds Max® 2019
3333
* Autodesk® 3ds Max® 2020
3434

35-
## Known issues
36-
37-
* 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.
38-
39-
* The FBX Exporter package does not support exporting `.asset` files.
40-
4135
<a name="Repairs_1_3_0f_1"></a>
4236
## Installing the FBX Exporter
4337

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

Lines changed: 0 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -127,11 +127,6 @@ In order to export objects from the desired export set, you can select one or mo
127127

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

130-
131-
### Known Issues
132-
133-
* Exporting animation only for animated lights and cameras is not currently supported
134-
135130
## Working with Autodesk® 3ds Max® 2017+
136131

137132
### Importing from Unity

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

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -6,4 +6,4 @@
66

77
* Name or path changes are ignored when converting a Model instance
88

9-
* Exporting animation only for animated lights and cameras is not currently supported
9+
* Exporting animation only for animated lights and cameras from Autodesk® Maya® and Maya LT™ is not currently supported

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

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
11
# Troubleshooting
22

3-
* 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.
3+
* 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](index#Repairs_1_3_0f_1) for repairing instructions.
44

55
* 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)
66

0 commit comments

Comments
 (0)