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Releases: Unity-Technologies/com.unity.formats.fbx

1.5.0-preview (Sprint 59)

22 May 17:03
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Pre-release

First version where we only support 2018.2 and up

To use, simply replace your [unityProject]/Packages manifest.json file with this contents:
{
"dependencies": {
"com.unity.formats.fbx": "1.5.0-preview"
},
"registry": "https://api.bintray.com/npm/unity/unity-dev"
}

See attachment for the binary as it can be found on bintray.com

Sprint 55 (1.3.1b1)

23 Apr 14:34
e00392b
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Sprint 55 (1.3.1b1) Pre-release
Pre-release

NEW FEATURES

  • ConvertToPrefab: Add ability to convert an fbx or prefab asset from the Project view.

Right click on an fbx in the project view then select Convert to Linked Prefab to create
a linked prefab asset for the fbx. It will not create an instance in the scene.
Right click on a prefab in the project view and select Convert to Linked Prefab to export the prefab to an fbx file
and link the existing prefab to the newly created fbx.

KNOWN ISSUES

  • ConvertToPrefab: UI doesn't provide feedback about whether it will be converting an existing file or creating new files. When converting an existing FBX file, the fbx filename and fbx export options are ignored (but not greyed out). When converting an existing prefab, the prefab filename is ignored (but not greyed out)

Asset Store Release 1.3.0f1

17 Apr 15:38
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NEW FEATURES

  • Updated documentation

Release 1.3.0b3

13 Apr 17:10
cb017dd
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NEW FEATURES

  • Updated documentation

FIXES

  • ConvertToPrefab: fix Mesh Collider not pointing to exported mesh after converting
  • FbxExporter: fix so "Compatible Naming" doesn't modify scene on export
  • ConvertToPrefab: warn that hierarchy might change and animations could break when "Compatible Naming" is enabled

Release 1.3.0b2

09 Apr 19:40
c0d0e55
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NEW FEATURES

  • 3ds Max Integration:
    • Add FBX Import settings file
    • Add ability to import multiple files at once
    • Recognize animation files on import
    • Add ability to export based on scene selection
    • Add export model only option

KNOWN ISSUES

  • Cannot export animation only from 3ds Max

Release 1.3.0b1

05 Apr 20:11
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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

Sprint 50 Stabilization

16 Mar 22:07
b7895c3
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NEW FEATURES

  • Fbx Exporter: remove "Export All Timeline Clips" menu option

  • Fbx Export Settings: Added option to transfer transform animation on export

Ability to select source and destination transforms to transfer animation from and to respectively.
Destination must be a descendant of source.
All animation on transforms on and between source and destination will be combined and transferred to destination.

  • Maya Integration: Added option to export both model and animation to same file

File exported to will be the same as "Export Model Only"

FIXES

  • FbxExporterTests: fix Export Timeline Clip unit tests (add back missing scene)
  • FbxExporter: don't export animation on objects (e.g. LODs) that don't get exported
  • FbxExportSettings: remove presets so package works in Unity 2017
  • FbxExportSettings: fix so min dialog size doesn't cut off export button
  • FbxExporter: rename Export Model to Export To FBX
  • FbxExportSettings: fix console error on Mac when clicking "Install Unity Integration"
  • FbxExportSettings: turn animated skinned mesh export off by default
  • FbxExportSettings: export animation on skinned mesh ancestors even if animated skinned mesh option is off
  • FbxExporter: fix error when trying to export animation only on model without animation
  • ConvertToPrefabUI: don't give warning about overwriting fbx if GameObject was model instance
  • FbxExportSettings: give error if empty filename specified
  • ExportModelUI: restore "Include" setting from "Animation Only" after exporting timeline clip
  • FbxExporter: if export unrendered turned off, don't export meshes that have disabled mesh renderers

Sprint 49 Code Complete

13 Mar 18:11
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Pre-release

NEW FEATURES

  • Export Settings: Added new UI to set export settings

Window opens when exporting or converting to linked prefab, asking where to save the file and with what filename.
Last 5 file paths used are saved.
Ability to save presets for the selected options.

  • Fbx Exporter: Added option to export model only

  • Fbx Exporter: Added option to not export animation on skinned meshes

When option is checked all animation will be exported.
When unchecked, animation on skinned meshes or their ancestors won't be exported

FIXES

  • FbxExporter: avoid duplicate @ in filename when exporting timeline clip containing @ in the display name
  • FbxExporter: added validation functions for all context menu items
  • FbxExporter: link materials to objects connected to mesh instances

KNOWN ISSUES

  • Requires Unity 2018.1.0

Sprint 48 Export Unrendered Meshes

05 Mar 17:30
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NEW FEATURES

  • Export Settings: Added option to export meshes without renderers

If selected, export meshes on GameObjects that have a mesh filter but no mesh renderer (e.g. Colliders).

FIXES

  • TimelineClipExport: use EditorClip name instead of AnimationClip name for filename
  • TimelineClipExport: allow user to select filename for export instead of just the folder name
  • FbxExporter: export meshes in model prefab instances as mesh instances in fbx
  • FbxExporter: fix so animating spot angle in Unity animates cone angle in Maya (not penumbra)
  • MayaIntegration: fix so export set names don't contain invalid chars from filenames (e.g. spaces)

Sprint 47 Animating in Context

26 Feb 20:48
6474c10
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NEW FEATURES

  • Unity Maya Integration: Add all imported objects to same namespace

Namespace is created according to the filename and is stored as an attribute on the export set.

  • Fbx Exporter: "Export Model" option exports with global transform

Center Objects option is disabled by default but still available in the export settings.

  • Fbx Export Settings: Add LOD export option

Added 3 options for LOD export: Highest, Lowest, All.
If "Highest" is selected, then only highest LOD is exported in the hierarchy for GameObjects with LOD groups, and
vice versa for "Lowest". If All is selected, behaviour will be the same as before, exporting all LODs.
NOTE: will ignore any LOD meshes not directly parented under the object containing the LOD group.

FIXES

  • ConvertToPrefab: Don't re-export fbx model instances

If the object being exported in the scene is an fbx model instance, then create the prefab with the FbxPrefab component,
and attach it to the existing fbx without re-exporting the fbx.