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David Lassonde
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* We need the changelog for finding the version number
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# Changes in FBX SDK C# Bindings
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## [2.0.0] - 2018-06-22
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NEW FEATURES
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* The C# Bindings package has been renamed to com.autodesk.fbx
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* The Autodesk.Fbx assembly can now be used in standalone builds (runtime)
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* Added support for physical camera attributes
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* Added support for constraints: FbxConstraint, FbxConstraintParent, FbxConstraintAim, and related methods
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* Updated to FBX SDK 2018.1
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KNOWN ISSUES
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* The FBX SDK C# Bindings package is not supported if you build using the IL2CPP backend.
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## [1.3.0f1] - 2018-04-17
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NEW FEATURES
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* Added bindings for FbxAnimCurveFilterUnroll
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* Added binding for FbxGlobalSettings SetTimeMode to set frame rate
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* Exposed bindings to set FbxNode's transformation inherit type
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* Added binding for FbxCamera's FieldOfView property
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* Added FbxObject::GetScene
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* Added bindings for FbxIOFileHeaderInfo.
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* Exposed mCreator and mFileVersion as read-only attributes.
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FIXES
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* Fix Universal Windows Platform build error caused by UnityFbxSdk.dll being set as compatible with any platform instead of editor only.
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* Enforced FbxSdk DLL only works with Unity 2017.1+

Packages/com.autodesk.fbx/CHANGELOG.md.meta

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# Changes in Fbx Exporter
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RELEASE NOTES
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## [2.0.0] - 2018-06-22
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NEW FEATURES
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* Added support for Physical Cameras
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* FBX Exporter is now distributed via the Package Manager
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* Now compatible with Unity 2018.2
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* The roundtrip of assets can now be started from Maya from assets that have not been exported from Unity
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* DCC integration plug-in sources have been removed from the packages folder. You can still find them in the zip file
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* Now using FBX SDK version 2018.1
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* Conformed the Unity's API guidelines
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* Added support for exporting constraints (Rotation, Aim, Position, Scale and Parent)
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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 file 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 file.
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FIXES
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* Fixed skinned mesh bone update when the number of bones change between updates
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* Keyframes were sometimes missing when exporting animation curves
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* The file name fields in the FBX export dialog were hard to read in Unity Pro's dark theme
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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 Prefab, the Prefab filename is ignored (but not greyed out)
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## [1.3.0f1] - 2018-04-17
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NEW FEATURES
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* Unity3dsMaxIntegration: Allow multi file import
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* Unity3dsMaxIntegration: Allow multi file export by scene selection
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* FbxExporter: Export animation clips from Timeline
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* FbxExportSettings: Added new UI to set export settings
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* FbxExportSettings: Added option to transfer transform animation on export
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* FbxExporterSettings: Added option to export model only
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* FbxExporterSettings: Added option to export animation only
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* FbxExporterSettings: Added option not to export animation on skinned meshes
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* FbxExportSettings: Added option to export meshes without renderers
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* FbxExportSettings: Added LOD export option
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* UnityMayaIntegration: Allow multi file import
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* UnityMayaIntegration: Allow multi file export by scene selection
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* FbxPrefabAutoUpdater: new UI to help manage name changes
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* FbxExporter: Added support for exporting Blendshapes
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* FbxExporter: Added support for exporting SkinnedMeshes with legacy and generic animation
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* FbxExporter: Added support for exporting Lights with animatable properties (Intensity, Spot Angle, Color)
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* FbxExporter: Added support for exporting Cameras with animatable properties (Field of View)
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* FbxExporter: added ability to export animation on transforms
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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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* 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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* 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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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.

Packages/com.unity.formats.fbx/CHANGELOG.md.meta

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