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Merge pull request #66 from Unity-Technologies/UNI-21390-sprint-18-release
Uni 21390 sprint 18 release
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Assets/FbxExporters/README.txt

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@@ -5,7 +5,7 @@ Copyright (c) 2017 Unity Technologies. All rights reserved.
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Licensed under the ##LICENSENAME##.
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See LICENSE.md file for full license information.
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**Version**: 0.0.6a
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**Version**: 0.0.7a
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Requirements
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------------

README.md

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@@ -51,5 +51,5 @@ set PACKAGE_VERSION=0.0.5a
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set FBXSDK_PACKAGE_PATH=/path/to/FbxSdk.unitypackage
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%UNITY3D_PATH% -projectPath "%PROJECT_PATH%" -importPackage %FBXSDK_PACKAGE_PATH% -quit
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%UNITY3D_PATH% -batchmode -projectPath "%PROJECT_PATH%" -exportPackage Assets/FbxExporters Assets/FbxSdk %PROJECT_PATH%/%PACKAGE_NAME%_%PACKAGE_VERSION%.unitypackage -quit
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%UNITY3D_PATH% -batchmode -projectPath "%PROJECT_PATH%" -exportPackage Assets/FbxExporters Assets/FbxSdk Assets/Integrations %PROJECT_PATH%/%PACKAGE_NAME%_%PACKAGE_VERSION%.unitypackage -quit
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```

RELEASE_NOTES.md

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RELEASE NOTES
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**Version**: 0.0.7a
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NEW FEATURES
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* Export with common center
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Now if you export multiple root objects, they will export so they are centered around the union of their bounding boxes.
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Added an option to preferences to toggle whether the objects are exported with a common center or not.
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* Handle export of Quads
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If submesh has triangle or quad topology in Unity, then it will have same topology in FBX.
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* Enforce unique names in exported Fbx
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Rename objects with duplicate names when exporting to ensure naming stays consistent, as
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both Maya and Unity rename objects with duplicate names on import.
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* Save Application name and version to Fbx
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Save name and version of FbxExporter to file when exporting.
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* Added export performance test
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Test exporting a large mesh and fail if export takes too long.
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FIXES
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* Export: Export rotation in XYZ order instead of ZXY so Maya always imports rotation correctly
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* Export: Improved performance by caching Mesh data (i.e. triangles, tangents, vertices, etc.)
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* Export: Set emissive color default to 0 so material does not appear white if no emissive color found.
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* Export: Write first to temporary file to avoid clobbering destination file if export cancelled.
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* Convert to Model: Fixed so "GameObject/Convert to Model" menu item works
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* Convert to Model: Ensure imported model name matches incremented filename
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* Convert to Model: Don't reference embedded materials of original model in new model.
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* Convert to Model: If existing filename ends with a number, increment it instead of appending 1 (i.e. Sphere_1 becomes Sphere_2 instead of Sphere_1 1)
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**Version**: 0.0.6a
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NEW FEATURES

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