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small formatting fixes for integration.md
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Packages/com.unity.formats.fbx/Documentation~/integration.md

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@@ -53,13 +53,13 @@ To manually install an Autodesk® Maya® or Autodesk® Maya LT™ Integration, f
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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 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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4. In *UnityFbxForMaya.mod*, modify the following line (mel code):
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4. In *UnityFbxForMaya.mod*, modify the following line (mel code): <br/>
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```UnityFbxForMaya {Version} {UnityIntegrationsPath}/Integrations/Autodesk/maya```
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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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Set `{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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5. Locate the following file (if it doesn't exist, create the file):
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@@ -73,7 +73,7 @@ To manually install an Autodesk® Maya® or Autodesk® Maya LT™ Integration, f
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![](images/FBXExporter_MayaAccessScriptEditor.png)
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8. Run the following (mel code):
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8. Run the following (mel code): <br/>
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```unityConfigure "{UnityProjectPath}" "{ExportSettingsPath}" "{ImportSettingsPath}" 0 0;```
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Where you replace `{UnityProjectPath}` with the path to your Unity Project, and `{ExportSettingsPath}` with the path to *Integrations/Autodesk/maya/scripts/unityFbxExportSettings.mel* and `{ImportSettingsPath}` with the path to *Integrations/Autodesk/maya/scripts/unityFbxImportSettings.mel*.
@@ -156,7 +156,7 @@ This dummy contains the imported file’s path and filename as custom attributes
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![Custom attributes on a UnityExportSet dummy](images/FBXExporter_MaxUnityExportSetCustomAttribs.png)
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The **@** notation (*<modelname>@<animation>.fbx*), indicates that this is an animation file belonging to the Model contained in *model.fbx*.
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The **@** notation (**modelname**@**animation**.fbx), indicates that this is an animation file belonging to the Model contained in *model.fbx*.
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For instance, if you import a file called *[email protected]*, the export set is based on the name before the **@** symbol. Therefore, it uses the same set as *model.fbx*.
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