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Copy file name to clipboardExpand all lines: Packages/Documentation/com.unity.formats.fbx/Public/CHANGELOG.md
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@@ -11,9 +11,9 @@ NEW FEATURES
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* Now using FBX SDK version 2018.1
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* Streamlined the API public interface
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* Added support for exporting constraints
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* ConvertToPrefab: Add ability to convert an fbx or prefab asset from the Project view
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* Right click on an fbx in the project view then select Convert to Linked Prefab to create a linked prefab asset for the fbx. It will not create an instance in the scene.
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* Right click on a prefab in the project view and select Convert to Linked Prefab to export the prefab to an fbx file and link the existing prefab to the newly created fbx.
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* ConvertToPrefab: Add ability to convert an FBX or prefab asset from the Project view
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* Right click on an FBX in the project view then select Convert to Linked Prefab to create a linked prefab asset for the FBX file. It will not create an instance in the scene.
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* Right click on a prefab in the project view and select Convert to Linked Prefab to export the prefab to an FBX file and link the existing prefab to the newly created FBX.
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FIXES
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* Fixed skinned mesh bone update
@@ -22,7 +22,7 @@ FIXES
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KNOWN ISSUES
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* ConvertToPrefab: UI doesn't provide feedback about whether it will be converting an existing file or creating new files.
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* When converting an existing FBX file, the fbx filename and fbx export options are ignored (but not greyed out).
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* When converting an existing FBX file, the FBX filename and FBX export options are ignored (but not greyed out).
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* When converting an existing prefab, the prefab filename is ignored (but not greyed out)
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## [1.3.0f1] - 2018-04-17
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* Added Maya LT one button import/export
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* Added Camera export support
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* Added 3ds Max one button import/export
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* Ability to export fbx files from Unity
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* Convert to linked prefab to create a prefab that auto-updates with the linked fbx
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* Ability to export FBX files from Unity
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* Convert to linked prefab to create a prefab that auto-updates with the linked FBX
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* Maya one button import/export
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FIXES
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* ConvertToPrefab: fix Mesh Collider not pointing to exported mesh after converting
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* FbxExporter: fix so "Compatible Naming" doesn't modify scene on export
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* FbxExporter: link materials to objects connected to mesh instances
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* FbxExporter: export meshes in model prefab instances as mesh instances in fbx
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* ConvertToPrefab: Don't re-export fbx model instances
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* FbxExporter: export meshes in model prefab instances as mesh instances in FBX
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* ConvertToPrefab: Don't re-export FBX model instances
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* FbxExportSettings: fix console error on Mac when clicking "Install Unity Integration"
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* FbxExporter: fix so animating spot angle in Unity animates cone angle in Maya (not penumbra)
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* FbxExporter: export correct rotation order (xyz) for euler rotation animations (previously would export as zxy)
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* Fix Universal Windows Platform build errors caused by UnityFbxSdk.dll being set as compatible with any platform instead of editor only.
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* Fix so Object references aren't lost when using Convert to Linked Prefab Instance
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* Fix Maya Integration dropdown not appearing in the Export Settings
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* Fix Maya Integration dropdown not appearing in the Export Settings
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KNOWN ISSUES
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* Cannot export animation only from 3ds Max
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* FbxExporter: animated skinned meshes must be in the bind pose on export (i.e. not being previewed in the Animation or Timeline windows, and the original rig's fbx must not contain animation)
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* FbxExporter: animated meshes in bone hierarchy are not supported
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* FbxExporter: for skinned meshes all bones must be descendants of the root bone
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* 3DIntegration: FBX containing rig must have file units in cm in order for animation exported from Unity to be properly applied
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* ConvertToPrefab: converting model instance that has been modified in the scene won't re-export FBX
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* Requires Unity 2018.1.0
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* When exporting with an animated transform for a Camera or a Light, the resulting rotation does not take the forward direction into account and is off by 90 degrees
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* Key tangents are not exported and the default key tangent setting is different between Unity, FBXSDK and Maya. This cause the curve shape to change between Unity and Maya.
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* Animated continuous rotations are not maintained
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* Animated rotations with Euler Angles (Quaternion) or Quaternion interpolation are not converted to the correct Euler equivalent.
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