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

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@@ -302,7 +302,7 @@ If you enabled the __Keep Open__ option in the [Fbx Export Settings](#FBXSetting
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## Manually Installing a Maya Integration
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Sometimes you need to install a Maya integration manually. For example, if you are using an unsupported version of Maya.
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There may be some cases (e.g you may be using an unsupported version of Maya) where you have to install your integration manually.
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To manually install a Maya Integration, follow these steps:
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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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<br/>
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```
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+ UnityFbxForMaya {Version} {UnityIntegrationsPath}/Integrations/Autodesk/maya
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UnityFbxForMaya {Version} {UnityIntegrationsPath}/Integrations/Autodesk/maya
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```
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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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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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5. Locate the following file (if it doesn't exist, create the file):
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```
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unityConfigure "{UnityProjectPath}" "{ExportSettingsPath}" "{ImportSettingsPath}" 0 0;
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```
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... where `{UnityProjectPath}` = path/to/UnityProject and `{ExportSettingsPath}` = path/to/Integrations/Autodesk/maya/scripts/unityFbxExportSettings.mel and `{ImportSettingsPath}` = path/to/Integrations/Autodesk/maya/scripts/unityFbxImportSettings.mel
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Where `{UnityProjectPath}` would be replaced by the path to your Unity Project, `{ExportSettingsPath}` would be replaced by the path to Integrations/Autodesk/maya/scripts/unityFbxExportSettings.mel and `{ImportSettingsPath}` would be replaced by the path to Integrations/Autodesk/maya/scripts/unityFbxImportSettings.mel
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## Working with Maya 2017+ and Maya LT 2017+
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### Importing from Unity
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Importing an FBX Model automatically configures the plug-in for export. The plug-in remembers your Unity Project, the export filenames, and which objects to export per file.
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Importing an FBX Model automatically configures the plug-in for export. The plug-in remembers your Unity Project, the export filenames for your models and animations, and which objects to export per file.
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Select __File__ > __Unity__ > __Import__ to open a file browser directly in your current Unity Project.
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In addition, the contents of the file are placed into a namespace based on the filename. For *model.fbx*, the contents are placed into the `model:` namespace.
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Animation files using the **@** notation (*<modelname>@<animation>.fbx*), are recognized as animation files belonging to the Model contained in *model.fbx*.
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Animation files using the **@** notation (**modelname**@**animation**.fbx), are recognized as animation files 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 and namespace name are based on the name before the **@** symbol. Therefore, it uses the same set and namespace as *model.fbx*.
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![](images/FBXExporter_MayaUnityMenuItems.png)
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__File__ > __Unity__ > __Export __exports both Models and animation contained in the export sets selected for export.
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__File__ > __Unity__ > __Export__ exports both Models and Animation contained in the export sets selected for export.
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__File__ > __Unity__ > __Export Model Only__ exports all Models in the selected export sets, but does not export any animation.
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__File__ > __Unity__ > __Export Model Only__ exports all Models in the selected export sets, but does not export any Animation.
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__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, animated lights and cameras).
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__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, animated lights and cameras).
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**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.
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* Export
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* Export Model Only
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__Export __exports both Models and animation contained in the export sets selected for export.
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__Export__ exports both Models and Animation contained in the export sets selected for export.
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__Export Model Only__ exports all Models in the selected export sets, but does not export any animation.
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__Export Model Only__ exports all Models in the selected export sets, but does not export any Animation.
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Select either to automatically export with the settings and Models configured during import. No additional steps are required.
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In each case, selecting __Export__ automatically exports the current Model back to Unity. When you switch back into Unity, your Scene has already been updated.
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Unity export uses the selection sets created on import to determine which objects to export. If you add a new object to the Model, you must also add this new object to the model’s UnityExportSet set.
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Unity export uses the selection sets created on import to determine which objects to export. If you add a new object to the Model, you must also add this new object to the model’s *UnityExportSet* set.
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![UnityExportSets in 3ds Max](images/FBXExporter_MaxMultipleUnityExportSets.png)
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Click the __Edit Named Selection Sets__ button to edit a UnityExportSet.
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Click the __Manage Selection Sets__ button to edit a UnityExportSet.
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![](images/FBXExporter_ManageSelectionSets.png)
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To add an object to a set, select the set, select an object and click the __Add Selected Objects__ button.
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To remove an object from a set, select the object in the set and click the __Subtract Selected Objects__ button.
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**Tip:** You can also right-click the UnityExportSets and add or remove objects using the context menu.
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![In 3ds max, use the __Add Selected Objects__ button (red outline) to add objects to Wolf_UnityExportSet](FBXExporter_MaxNamedSelectionSets.png)
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![](FBXExporter_MaxNamedSelectionSets.png)
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In 3ds max, use the __Add Selected Objects__ button (red outline) to add objects to Wolf_UnityExportSet
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# Setting FBX Export options
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| Property:| Function: |
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|:---|:---|
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|__Auto-Updater__ |Check this option to enable automatic updating for Linked Prefabs whenever their linked FBX files is updated. |
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|__Auto-Updater__ |Check this option to enable automatic updating for Linked Prefabs whenever their linked FBX file is updated. |
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|__3D Application__ |Select the 3D modeling software you want to integrate with Unity. Maya 2017+, Maya LT 2017+, and 3ds Max 2017+ are the three applications currently supported.<br/><br/>Click the Browse button to choose a 3D modeling software installed in a non-standard location. |
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|__Keep Open__ |Check this option to keep the selected 3D modeling software open after installing it. |
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|__Hide Native Menu__ |Check this option to hide the native __Send to Unity__ menu in Maya and Maya LT. |
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|__Install Unity Integration__ |Click this button to install [Unity Integration](#Integration) for the selected __3D Application__. |
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|__Run Component Updater__ |Click this button to run the [Component Updater](#Repairs_1_1_0b_1) to repair any broken FbxPrefab components if your previous version of the FBX Exporter Package was 1.1.0b1. |
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|__Run Component Updater__ |Click this button to run the [Component Updater](#Repairs_1_1_0b_1) to repair any broken FbxPrefab components if if you were using a previous version of the FBX Exporter Package.|
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