Release 1.3.0b1
FIXES
- FbxExporter: if "Animated Skinned Mesh" off, don't export skinned mesh transform
- Maya Integration: fix so saved files do not lose export set information on export
- ConvertToPrefab: fix error when converting model instances whose file ends in .FBX (with capitals)
- Transfer Root Motion: Fix animation transfer issues when objects between source and dest have non zero transform. Previously this would cause issues with skinning when exporting model + animation, and issues with reapplying exported animation to original model after exporting animation only
- Camera Animation Only Export: Fix so camera with only it's transform animated does not import facing the wrong direction in Maya/Max
KNOWN ISSUES
- FbxExporter: animated skinned meshes must be in the bind pose on export (i.e. not being previewed in the Animation or Timeline windows, and the original rig's fbx must not contain animation)
- FbxExporter: animated meshes in bone hierarchy are not supported
- FbxExporter: for skinned meshes all bones must be descendants of the root bone
- 3DIntegration: fbx containing rig must have file units in cm in order for animation exported from Unity to be properly applied
- ConvertToPrefab: converting model instance that has been modified in the scene won't reexport fbx