You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: com.unity.formats.fbx/Documentation~/integration.md
+50-3Lines changed: 50 additions & 3 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -104,7 +104,6 @@ For instance, if you import a file called *[email protected]*, the export set and n
104
104
105
105
This allows animation files to be easily imported and applied to the appropriate objects in the Scene. Autodesk® Maya® and Autodesk® Maya LT™ store the animation filename and path for easy export. A single animation file is supported per model file. Importing a new animation overwrites the existing animation in the Scene.
106
106
107
-
108
107
### Exporting to Unity
109
108
110
109
There are three options available for export in Autodesk® Maya® and Autodesk® Maya LT™:
@@ -121,13 +120,61 @@ __File__ > __Unity__ > __Export Model Only__ exports all Models in the selected
121
120
122
121
__File__ > __Unity__ > __Export Animation Only__ exports only the animation applied to the objects in the export set as well as the minimum components required for the animation (such as transforms).
123
122
124
-
> **NOTE:** If no animation file with the **@** notation has been imported, then this option has no effect. The workaround for exporting a new animation is to first import an empty FBX file with the **@** notation (*{model}@anim.fbx*), so that the export set is configured correctly.
125
-
126
123
In order to export objects from the desired export set, you can select one or more objects in the set or the set itself. In either case, the FBX Exporter exports the entire contents of the set.
127
124
128
125
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.
129
126
127
+
### Create a New Export Set in Maya
128
+
129
+
In order to export objects that are not part of an existing export set, follow these steps to prepare an export set.
130
+
First select the desired objects for export. Next, select one of the following menu items:
131
+
132
+

133
+
134
+
__File__ > __Unity__ > __Create Export Set__
135
+
136
+
__File__ > __Unity__ > __Export__
137
+
138
+
Select either of these options to create an export set with settings for exporting animation and model FBX files.
139
+
140
+
__File__ > __Unity__ > __Export Model Only__
141
+
142
+
__File__ > __Unity__ > __Export Animation Only__
143
+
144
+
Select Model Only or Animation Only export to setup an export set for exporting a model or animation file.
145
+
146
+
After selecting one of the above menu items, the following dialog will appear to set the options for the export set:
|__Model File Path__| The file path to export to when calling __File__ > __Unity__ > __Export__ and __File__ > __Unity__ > __Export Model Only__. |
153
+
|__Model File Name__| The file name to export to when calling __File__ > __Unity__ > __Export__ and __File__ > __Unity__ > __Export Model Only__. |
154
+
|__Anim File Path__| The file path to export to when calling __File__ > __Unity__ > __Export Animation Only__. |
155
+
|__Anim File Name__| The file name to export to when calling __File__ > __Unity__ > __Export Animation Only__. |
156
+
|__Strip Namespaces on Export__| Check this option to automatically strip the most common namespace in the set on export (e.g. if most objects are in namespace `model:`, then `model:` will be stripped on export). |
157
+
|__Create Set And Export__| Creates the set and immediately exports selection. |
158
+
|__Create Set__| Creates set without exporting. |
159
+
|__Cancel__| Cancels set creation and closes dialog. |
160
+
161
+
### Editing Export Set Attributes
162
+
163
+
After an export set has been created (through __File__ > __Unity__ > __Import__, __File__ > __Unity__ > __Create Export Set__, or one of the export options), it is possible to edit the export options
164
+
on the set. In order to do so, select the set, go to the Attribute Editor, and modify the Unity attributes under the Extra Attributes header.
165
+
166
+
> **NOTE:** If Arnold is installed, the attributes may appear in the Attribute Editor under __Arnold__ > __Extra Attributes__
|__Unity Fbx Model File Path__| The file path to export to when calling __File__ > __Unity__ > __Export__ and __File__ > __Unity__ > __Export Model Only__. |
173
+
|__Unity Fbx Model File Name__| The file name to export to when calling __File__ > __Unity__ > __Export__ and __File__ > __Unity__ > __Export Model Only__. |
174
+
|__Unity Fbx Anim File Path__| The file path to export to when calling __File__ > __Unity__ > __Export Animation Only__. |
175
+
|__Unity Fbx Anim File Name__| The file name to export to when calling __File__ > __Unity__ > __Export Animation Only__. |
176
+
|__Unity Fbx Strip Namespaces__| Check this option to automatically strip the most common namespace in the set on export (e.g. if most objects are in namespace `model:`, then `model:` will be stripped on export). |
177
+
|__Unity Fbx Namespace__| (Optional) Specify a custom namespace to strip on export. If the `Unity Fbx Strip Namespaces` checkbox is checked and the Namespace field is empty, then it will find the most common namespace to strip. Otherwise, if the checkbox is checked and the namespace field is not empty, then the namespace specified in this field will be stripped. |
0 commit comments