Releases: Unity-Technologies/com.unity.formats.fbx
Sprint 21 Review Using Unity in a Window
NEW FEATURES
- Turntable Review shows minimal Unity window
The Game window is maximized so that it takes up most of the layout.
-
Turntable Review frames camera onto model
-
Turntable Review rotates model
Model rotates either when selected in the editor or in play mode.
- Maya Integration: Turntable Review publishes to temporary location
Running Unity -> Review command in Maya publishes the asset to a temporary location inside the Unity project.
-
Maya Integration: Added support for multiple Maya versions
-
Set Turntable scene from Project Settings
Scene to use for Turntable review can be selected in Project Settings.
- Select Turntable Base GameObject by attaching FbxTurnTableBase script
Attaching the FbxTurnTableBase script to a GameObject will parent the model being reviewed under this GameObject.
If none present, an empty GameObject will be used as the base.
FIXES
- FbxPrefab: Don't allow settings to be changed on prefab instance
- Maya Integration: Fix so review brings Unity window to front on Windows if already open
KNOWN ISSUES
- Maya Integration: If the Unity project is already open before running Unity->Review, then Unity will be brought to the front but the Turntable scene will not load
Sprint 20 Auto Updating Instanced Prefab
RELEASE NOTES
Version: 0.0.9a
- Auto updater for instanced prefabs
Convert To Prefab will now create both a .prefab file and a FBX file from the selected GameObject hierarchy. The newly instanced prefab will automatically update whenever the FBX file changes. The instanced prefab will now include updates whenever objects are added or removed from the source FBX file.
- Maya-to-Unity turntable review workflow
Unity One Click integration for Maya 2017 now includes a "Review in Unity" feature.
You can review how your Model looks in Unity by clicking "Unity->Review" menu Item. This will start Unity and your Model will be loaded into "FbxExporters_TurnTableReview" scene. If the scene cannot be found then an empty scene will be created for you. If the scene contains a "Turntable" object then your model will be parented under that object.
While Unity has the "FbxExporters_TurnTableReview" scene active it will automatically update each time you publish a Model. If you've changed the active scene and want to go back to the reviewing you can run the command "FbxExporters->Turntable Review->Auto Load Last Saved Prefab". If you have unmodified scene changes in a previously saved scene then you'll be prompted to save these changes before the active scene is switched for you. If the scene is an Untitled but modified scene then these changes will be left as-is and the active scene will be switched.
- FBXSDK C# unitypackage with docs ready for release
Version: 0.0.8a
NEW FEATURES
- Added Model Exporter unit tests
Added unit tests for frequently used public functions
FIXES
- Export: If nothing selected on export, pop up a dialog saying that nothing is selected
- Export: Remove menu items from Assets menu
- Convert to Model: fix issues with file number not incrementing properly (e.g. Sphere_1 would become Sphere_ 2)
- Convert to Model: Allow copying multiple components of the same type (e.g. GameObject with multiple Box Colliders)
- Convert to Model: Always add model to same scene as the original GameObject, if multiple scenes open
- Convert to Model: Rename to "Convert to Prefab"
- Export Settings: Saved settings weren't getting reloaded
- Export Settings: Model prefab paths settings fixes
- Pressing cancel in the browse dialog no longer prints a warning
- Browse dialog opens at previously saved location
- Fix so button isn't clipped with default panel width
- Maya Integration: fix so destructors are always called
- Export Unit tests: fix so ConvertToValidFilename tests pass on Mac
Version: 0.0.7a
NEW FEATURES
- Export with common center
Now if you export multiple root objects, they will export so they are centered around the union of their bounding boxes.
Added an option to preferences to toggle whether the objects are exported with a common center or not.
- Handle export of Quads
If submesh has triangle or quad topology in Unity, then it will have same topology in FBX.
- Enforce unique names in exported Fbx
Rename objects with duplicate names when exporting to ensure naming stays consistent, as
both Maya and Unity rename objects with duplicate names on import.
- Save Application name and version to Fbx
Save name and version of FbxExporter to file when exporting.
- Added export performance test
Test exporting a large mesh and fail if export takes too long.
FIXES
- Export: Export rotation in XYZ order instead of ZXY so Maya always imports rotation correctly
- Export: Improved performance by caching Mesh data (i.e. triangles, tangents, vertices, etc.)
- Export: Set emissive color default to 0 so material does not appear white if no emissive color found.
- Export: Write first to temporary file to avoid clobbering destination file if export cancelled.
- Convert to Model: Fixed so "GameObject/Convert to Model" menu item works
- Convert to Model: Ensure imported model name matches incremented filename
- Convert to Model: Don't reference embedded materials of original model in new model.
- 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)
Version: 0.0.6a
NEW FEATURES
- Model prefab path preference
Added a preference to the Fbx Export Preferences to control where Convert to Model saves models.
- FbxExporter Maya plugin
Added a Maya plugin with one click integration from within Unity to install the plugin into Maya 2017.
Headless install option also available through command line.
The plugin creates a Unity menu item with 3 options in the drop down menu: Configure, Review, and Publish.
The menu options do not yet have any functionality.
Version: 0.0.5a
NEW FEATURES
- Automatic file naming
When exporting the default filename is name of top level selection. If multiple objects are selected then we use the last name exported or if it’s the first time then we use Untitled.fbx.
Added option to rename Object and Material names on export to be Maya compatible.
We ensure that generated filenames do not contain invalid characters.
- Reliable file system units
Export in cm units, mesh set to real world (meter) scale. No import options need to be adjusted between Unity and Maya.
- Freeze transform on export
For selection containing a single object then zero out its transform in the FBX so it is at the world centre in Maya.
For selection containing multiple objects then export their global transforms.
-
Support exporting multiple materials per mesh
-
Support exporting mesh instances
Instanced meshes are exported once and then shared between FbxNodes.
- Support exporting all available UV sets
TODO: publish video demonstrating feature
- Unit Tests
Added test for default selection behaviour.
FIXES
- Export : Set default Albedo colour to white instead of grey if not found in source material so that it uses the same default as a new material.
- Convert to Model : copy component values for components that already between the source hierarchy and the imported copy.
- Convert to Model : ensure only called once from context menu with multiple selection.
- Convert to Model: ensure instanced prefab linked to prefab on disk
- Convert to Model: don’t overwrite existing files for example, if “Sphere.fbx” exists then the file will be called “Sphere1.fbx”
- Convert to Model: ensure order of copied siblings in matches original; ensure all GameObjects have unique names before export
Sprint 19 Prepare FbxSharp Release Candidate
NEW FEATURES
-
Added Model Exporter unit tests
- Added unit tests for frequently used public functions
FIXES
- Export: If nothing selected on export, pop up a dialog saying that nothing is selected
- Export: Remove menu items from Assets menu
- Convert to Model: fix issues with file number not incrementing properly (e.g. Sphere_1 would become Sphere_ 2)
- Convert to Model: Allow copying multiple components of the same type (e.g. GameObject with multiple Box Colliders)
- Convert to Model: Always add model to same scene as the original GameObject, if multiple scenes open
- Convert to Model: Rename to "Convert to Prefab"
- Export Settings: Saved settings weren't getting reloaded
- Export Settings: Model prefab paths settings fixes
- Pressing cancel in the browse dialog no longer prints a warning
- Browse dialog opens at previously saved location
- Fix so button isn't clipped with default panel width
- Maya Integration: fix so destructors are always called
- Export Unit tests: fix so ConvertToValidFilename tests pass on Mac
Sprint 18 First-cut MVP : Production Exporter (Iteration 3)
NEW FEATURES
-
Export with common center
- Now if you export multiple root objects, they will export so they are centered around the union of their bounding boxes.
- Added an option to preferences to toggle whether the objects are exported with a common center or not.
-
Handle export of Quads
- If submesh has triangle or quad topology in Unity, then it will have same topology in FBX.
-
Enforce unique names in exported Fbx
- Rename objects with duplicate names when exporting to ensure naming stays consistent, as
both Maya and Unity rename objects with duplicate names on import.
- Rename objects with duplicate names when exporting to ensure naming stays consistent, as
-
Save Application name and version to Fbx
- Save name and version of FbxExporter to file when exporting.
-
Added export performance test
- Test exporting a large mesh and fail if export takes too long.
FIXES
- Export: Export rotation in XYZ order instead of ZXY so Maya always imports rotation correctly
- Export: Improved performance by caching Mesh data (i.e. triangles, tangents, vertices, etc.)
- Export: Set emissive color default to 0 so material does not appear white if no emissive color found.
- Export: Write first to temporary file to avoid clobbering destination file if export cancelled.
- Convert to Model: Fixed so "GameObject/Convert to Model" menu item works
- Convert to Model: Ensure imported model name matches incremented filename
- Convert to Model: Don't reference embedded materials of original model in new model.
- 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)
KNOWN ISSUES
- Convert to Model starts numbering by 0 instead of 1 when incrementing the filename. (e.g. Halberd 0.fbx instead of Halberd 1.fbx)
- Convert to Model puts an extra space when incrementing an existing digit (e.g. Halberd_2 becomes Halberd_ 3)
Sprint 17 Maya 2017 Integration Intaller
NEW FEATURES
-
Maya 2017 plugin
- Added a Maya plugin with one click integration from within Unity to install the plugin into Maya 2017.
Headless install option also available through command line.
The plugin creates a Unity menu item with 3 options in the drop down menu: Configure, Review, and Publish.
The menu options do not yet have any functionality.
- Added a Maya plugin with one click integration from within Unity to install the plugin into Maya 2017.
-
Model prefab path preference
- Added a preference to the Fbx Export Preferences to control where Convert to Model saves models.
Sprint16 First-cut MVP : Production Exporter (Iteration 1)
RELEASE NOTES
Version: 0.0.5a
NEW FEATURES
- Automatic file naming
When exporting the default filename is name of top level selection. If multiple objects are selected then we use the last name exported or if it’s the first time then we use Untitled.fbx.
Added option to rename Object and Material names on export to be Maya compatible.
We ensure that generated filenames do not contain invalid characters.
- Reliable file system units
Export in cm units, mesh set to real world (meter) scale. No import options need to be adjusted between Unity and Maya.
- Reset transform on export
For single selection, the object's transform is reset on export to the FBX so that it appears at the world centre in Maya.
For multiple selection, we export the objects with their export global transforms.
-
Support exporting multiple materials per mesh
-
Support exporting mesh instances
Instanced meshes are exported once and then shared between FbxNodes.
- Support exporting all available UV sets
TODO: publish video demonstrating feature
- Unit Tests
Added test for default selection behaviour.
FIXES
- Export : Set default Albedo colour to white instead of grey if not found in source material so that it uses the same default as a new material.
- Convert to Model : copy component values for components that already between the source hierarchy and the imported copy.
- Convert to Model : ensure only called once from context menu with multiple selection.
- Convert to Model: ensure instanced prefab linked to prefab on disk
- Convert to Model: don’t overwrite existing files for example, if “Sphere.fbx” exists then the file will be called “Sphere1.fbx”
- Convert to Model: ensure order of copied siblings in matches original; ensure all GameObjects have unique names before export
Sprint15 reliable roundtrip for static meshes 2
RELEASE NOTES
- unitypackage contains both the FbxSdk and FbxExporters packages
- Added option to
Embed Textures
Export Model
maintain material assignment when model is re-importedExport Model
default selection behaviour : do not export parents, do not export siblings,
export descendants. If a parent is selected, then regardless of whether any children are selected or not, all children will be exported along with the parent.Convert To Model
maintain material assignmentConvert To Model
copies components and their values from source to destination modelConvert To Model
default selection behaviour : export each selected object as a separate Model (FBX) Prefab. Don't auto-include parents or siblings. Auto-include descendants. Export parent all descendents and ignore child selection
ISSUES
Convert To Model
: imports a Standard material with Albedo grey when the original non-Standard material was undefinedConvert To Model
: duplicate safe_to_delete objects when converting multiple selected objects
Sprint 14 reliable roundtrip for static meshes 1
Changes
- Fixed errors with rotation round trips
- Fixed polygon winding order and mirrored UVs
- Added Fbx Export Settings with option to welding vertices
- Added support for normals, tangents, binormals
- Added support for vertex colors
- Added support for welding vertices on export so that we have connected edges
Issues
- material support not complete
- no support for instances
- scaling that just works not complete
- renaming not working correctly when you
Convert To Model
Uni-19957-sprint13_derisk_unknowns
- added Progress bar to
Export To Model
which supports cancelling Export To Model
will automatically refresh the asset database on completion so that you can see the newly exported Model Asset.- added
Convert To Model
menu item to the CONTEXT menu for GameObjects. This new command will automatically convert a GameObject in place and replace it with an instance of a newly exported Model Prefab to yourAssets/Objects
folder - added instructions to git README.md on how to build unitypackages
Known Issues
- winding of polygon vertices don't match between exported and imported versions
- UV mapping doesn't match between exported and imported versions
- normals, tangents, binormals are not exported
- materials assignment is lost on import
Initial exporter with unitypackage
Exporter contains support for hierarchies with static meshes. Hierarchies can be exporting by selecting in the Hierarchy Folder then select the file menu Assets/Export Model...
.
NOTE: this is a modified copy of the FbxExporter06.cs use-case example from the FbxSdk repro.