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Packages/Documentation/com.unity.formats.fbx/Public/CHANGELOG.md

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RELEASE NOTES
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## [2.0.0] - 2018-06-18
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NEW FEATURES
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* Added support for physical cameras
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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 moved away from the package
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* Now using FBX SDK version 2018.1
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* Streamlined the API public interface
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* Conformed the Unity's API guidelines
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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 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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* 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
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* Last frame was sometimes not exported
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* FBX export dialog hard to read in Unity Pro's dark theme
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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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* 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

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

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@@ -6,7 +6,7 @@ The FBX Exporter package provides round-trip workflows between Unity and 3D mode
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The FBX Exporter package includes the following features:
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* [FBX Exporter](#ExportFBX): Export geometry, animation, Lights, and Cameras as FBX files so you can transfer game data to any 3D modeling software. Record gameplay and export it to make cinematics. Start grey-boxing with [ProBuilder](https://unity3d.com/unity/features/worldbuilding/probuilder), then export to FBX to replace with final assets.
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* [FBX Exporter](#ExportFBX): Export geometry, animation, lights, and cameras as FBX files so you can transfer game data to any 3D modeling software. Record gameplay and export it to make cinematics. Start grey-boxing with [ProBuilder](https://unity3d.com/unity/features/worldbuilding/probuilder), then export to FBX to replace with final assets.
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* [Linked Prefab](#LinkedPrefab): Link a Prefab to a new or existing FBX file. When you later change the FBX file, Unity automatically updates the Prefab to integrate changes to the transforms and hierarchy (in addition to Meshes and Materials). This helps you avoid rebuilding your Prefabs from scratch.
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![](images/FBXExporter_PrefabComponentUpdater.png)
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<a name="Repairs_1_1_0b_1"></a>
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## Updating from 1.1.0b1
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5. Select __Edit__ > __Project Settings__ > __Fbx Export__ and click on the __FBX Prefab Component Updater__ button.
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6. Restart Unity.
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* Quads or Triangles
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* SkinnedMeshRenderers with the following exceptions:
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* Humanoid rigs are not supported
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* Animated meshes in bone hierarchy are not supported
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* Meshes in bone hierarchy are not supported
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* Materials as Phong if the material has specular; Lambert in all other cases
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* Textures
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* Game Cameras as film cameras with 35mm TV Projection; also the following camera attributes:
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* Game Cameras as film cameras with 35mm TV Projection. These camera attributes are also exported:
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* Projection type (perspective/orthographic)
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* Aperture Width and Height (Height set to 0.612 inches, and width calculated based on aspect ratio; for Game Cameras, aspect ratio is dictated by the display viewport)
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* Aspect ratio
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| Property:| Function: |
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|:---|:---|
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|__Export Name__ |Specify the exported FBX's filename. |
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|__Export Name__ |Specify the exported FBX file name. |
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|__Export Path__ |Specify the location where the FBX Exporter will save the FBX file. |
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|__Source__ |Transfer the transform animation from this object to the __Destination__ transform. <br/><br/>**Notes:** - __Source__ must be an ancestor of __Destination__<br/> - __Source__ may be an ancestor of the selected object. |
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|__Source__ |Transfer the transform animation from this object to the __Destination__ transform. <br/><br/>**Notes:**<br/> - __Source__ must be an ancestor of __Destination__<br/> - __Source__ may be an ancestor of the selected object. |
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|__Destination__ |Which object to transfer the transform animation to.<br/><br/>This object receives the transform animation on objects between __Source__ and __Destination__ as well as the animation on the Source itself. |
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|__Export Format__ |Select the format for the FBX Exporter to use when exporting the FBX file (ASCII or binary). |
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|__Export Format__ |Select the format to use in the FBX file (ASCII or Binary). |
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|__Include__ |Choose whether to export both Models and Animation, only Models, or only Animations. |
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|__LOD level__ |For level of detail (LOD) groups, choose the desired level of detail to export (all, highest, or lowest). <br/><br/>**Notes:** - The FBX Exporter ignores LODs outside of selected hierarchy.<br/> - The FBX Exporter does not filter out objects that are used as LODs and doesn't export them if they aren’t direct descendants of their respective LOD Group |
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|__Object(s) Position__ |Choose whether to reset the exported objects to world center, or keep world transforms during export.<br/><br/>If you select multiple objects for export, and you choose __Local Centered__ from this drop-down menu, the FBX Exporter centers objects around a shared root while keeping their relative placement unchanged. |
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| Property:| Function: |
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|:---|:---|
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|__Export Name__ |Specify the exported FBX's filename |
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|__Export Name__ |Specify the exported FBX file name |
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|__Export Path__ |Specify the location where the FBX Exporter will save the FBX file. |
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|__Prefab Name__ |Specify the Linked Prefab's filename |
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|__Prefab Path__ |Specify the location where the FBX Exporter will save the linked prefab file. |
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|__Object(s) Position__ |__Convert to Linked Prefab Instance__ 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 Maya to avoid unexpected name changes between Unity and Maya. 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/>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.<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__ |When enabled, will prevent the Convert Option Properties dialog from being shown when converting to Linked Prefabs. The option can be reset by turning on "Show Convert UI" option under Edit/Project Settings/Fbx Export|
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To manually install a Maya Integration, follow these steps:
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1. Extract the *UnityFbxForMaya.zip* file in the *FbxExporters/* folder from the Unity package to a writable location. This can be in or outside of your Unity Project.
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1. Locate the *UnityFbxForMaya.zip* file. You can find it in Unity, using the Project Window, under "FBX Exporter/Editor/Integrations"
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2. Copy the contents of *Integrations/Autodesk/maya/UnityFbxForMaya.txt* from the unzipped folder to the following file:
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2. Extract the archive to a writable location. This can be in or outside of your Unity Project.
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3. Copy the contents of *Integrations/Autodesk/maya/UnityFbxForMaya.txt* from the unzipped folder to the following file:
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* On Windows:<br/>*C:\Users\{username}\Documents\maya\modules\UnityFbxForMaya.mod*
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* On Mac:<br/>*$HOME/Library/Preferences/Autodesk/Maya/modules/UnityFbxForMaya.mod*
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3. In *UnityFbxForMaya.mod*, modify the following line (mel code):
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<br/>
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4. In *UnityFbxForMaya.mod*, modify the following line (mel code):
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```
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UnityFbxForMaya {Version} {UnityIntegrationsPath}/Integrations/Autodesk/maya
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```
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Where `{Version}` = `1.3.0b1` (or your version number of the FBX Exporter package) and `{UnityIntegrationsPath}` = the location where you unzipped UnityFbxForMaya.zip in step 1
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... where `{Version}` = `2.0.0` (or your version number of the FBX Exporter package) and `{UnityIntegrationsPath}` = the location where you unzipped UnityFbxForMaya.zip in step 1
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4. Locate the following file (if it doesn't exist, create the file):
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5. Locate the following file (if it doesn't exist, create the file):
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* On Windows: <br/>*C:\Users\{username}\Documents\maya\scripts\userSetup.mel*
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* On Mac: <br/>*$HOME/Library/Preferences/Autodesk/Maya/scripts/userSetup.mel*
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5. Add this line (mel code):
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6. Add this line (mel code):
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```
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if(`exists unitySetupUI`){ unitySetupUI; }
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```
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7. Open Maya, and then open the Script Editor:
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![](images/FBXExporter_MayaAccessScriptEditor.png)
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7. Run the following (mel code):
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8. Run the following (mel code):
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```
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unityConfigure "{UnityProjectPath}" "{ExportSettingsPath}" "{ImportSettingsPath}" 0 0;
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using System.IO;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Formats.Fbx.Exporter
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using UnityEditor.Formats.Fbx.Exporter;
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public static void ExportGameObjects(Object[] objects)
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{

Packages/com.unity.formats.fbx/Editor/Scripts/FbxExporter.cs

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/// <summary>
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/// The ModelExporter class can be used to export Unity game objects to an FBX File.
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/// To do so, simply use its ExportObject and ExportObjects methods. Default export
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/// To do so, simply use its ExportObject and ExportObjects methods. The default export
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/// options are used when exporting the objects to the FBX file.
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/// </summary>
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public sealed class ModelExporter : System.IDisposable
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}
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/// <summary>
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/// Exports an array of Unity objects to an FBX file.
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/// Exports an array of Unity game objects to an FBX file.
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/// Returns the FBX file path if successful, otherwise returns null.
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/// </summary>
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/// <param name="filePath">File path to use for the FBX file.</param>
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/// <param name="filePath">Absolute file path to use for the FBX file.</param>
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/// <param name="objects">Array of Unity objects to export.</param>
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[SecurityPermission(SecurityAction.LinkDemand)]
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public static string ExportObjects(string filePath, UnityEngine.Object[] objects = null)
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/// <summary>
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/// Exports a single Unity object to an FBX file.
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/// Exports a single Unity game object to an FBX file.
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/// Returns the FBX file path if successful, otherwise returns null.
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/// </summary>
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/// <param name="filePath">Absolute file path to use for the FBX file.</param>
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/// <param name="singleObject">The Unity object to export.</param>
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[SecurityPermission(SecurityAction.LinkDemand)]
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public static string ExportObject (string filePath, UnityEngine.Object singleObject)

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