Releases: Unity-Technologies/com.unity.formats.fbx
Sprint 46 Working with Multiple Characters
NEW FEATURES
- Unity Maya Integration: Allow multi file import
Added ability to select multiple files to import. A different export set is created for each file imported. If a file "model.fbx" is imported, and an animation file with the following naming format: "[email protected]" is imported, the animation file will be added into the model's export set and additional custom attributes will be added showing which animation file is applied to the model. Currently there has to be a 1-1 mapping of animation file to model file.
- Unity Maya Integration: Allow multi file export by scene selection
In order to choose which sets to export, select desired objects in scene, then click Unity->Export Model Only order Unity->Export Animation Only. All sets containing at least one object in the selection set will be exported.
If "Export Model Only" button is hit, then animation is not exported, and if "Export Animation Only" is clicked, then only animation and required nodes (i.e. animated transforms) will be exported to the animation file of format "[email protected]".
- Fbx Exporter: Export animation clips from Timeline
Select GameObject in hierarchy containing PlayableDirector component and right click -> "Export All Timeline Clips" to export all tracks and animation clips on the timeline. Each track will be exported to a separate fbx file.
Select clips on timeline then go to GameObject->Export Selected Timeline Clip to export each selected timeline clip to a separate fbx file.
FIXES
- README: remove line from README about not supporting Maya LT
- Exporter: export correct rotation order (xyz) for euler rotation animations (previously would export as zxy)
- Exporter: remove pre-rotation from euler rotation animation on skinned mesh export
- NameRemapping: fix IndexOutOfRangeException when imported object count doesn't match original object count
- PrefabAutoUpdater: fix so unit tests don't fail if auto update is turned off
Sprint 45: Manual Prefab Update
NEW FEATURES
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(Alpha) FbxPrefabAutoUpdater: new UI to help manage name changes.
To use the UI, disable auto-update in the FbxExporter settings, then right-click on a linked prefab in the project view and select "Update from FBX" -
FbxExporter: Added animation only export
Use GameObject menu or context menu to select "Export Animation Only". Animation will be taken from
Animation and Animator components. All animation clips will be saved to the same fbx.
The first clip exported will be the default clip from the root Animator or Animation component.
Release 1.3.0a1
FIXES
- FbxExporter: fixed so last keyframe is exported
- Fix Universal Windows Platform build errors
Error caused by UnityFbxSdk.dll being set as compatible with any platform instead of editor only.
Sprint 43 Prepare Animation For User Forum
Version: sprint43
NEW FEATURES
- FbxExporter: Added support for exporting Blendshapes
FIXES
- FbxExporter: Added unroll filter to support continuous rotations
- FbxExporter: Fixed issue where exported animations always operated at 30 FPS, regardless of what they were originally
Sprint 42 Animation Fixes
Version: sprint42
NEW FEATURES
- FbxExporter: Added support for exporting SkinnedMeshes with legacy animation
- FbxExporter: Added support for exporting Lights with animated properties (Intensity, Spot Angle, Color)
- FbxExporter: Added support for exporting Cameras with animated properties (Field of View)
FIXES
- FbxExporter: fixed issue where animations would sometimes be exported before their components, causing errors
- FbxExporter: fixed bug where skinning weights were incorrect on export
KNOWN ISSUES
- When exporting with an animated transform for a Camera or a Light, the resulting rotation does not take the forward direction into account and is off by 90 degrees
- Key tangents are not exported and the default key tangent setting is different between Unity, FBXSDK and Maya. This cause the curve shape to change between Unity and Maya.
- Animated continuous rotations are not maintained
- Animated rotations with Euler Angles (Quaternion) or Quaternion interpolation are not converted to the correct Euler equivalent.
Sprint41 Derisk Animation Workflow
NEW FEATURES
- Added support for exporting lights
- Added support for exporting animated transforms (legacy animation)
- Added support for export animation on lights
- Support exporting animation of a light component's Intensity, SpotAngle, and Color
- Added support for exporting Skinned Meshes
FIXES
- Export Settings: Added back support for MAYA_LOCATION
- Export Settings: fixed dropdown preference for Mayalt
- FbxPrefabAutoUpdater: fixed so RectTransforms update correctly in Unity 2017.3
- ConvertToPrefab: fixed null reference exception when converting missing components
Release 1.2.0b1 Backwards Compatibility + Forum Release
NEW FEATURES
- Updated User Guide documentation
- Updated meta files to match original asset store release (1.0.0b1)
FIXES
- Revert to shipping DLLs not source
- Export Settings: Moved browse ("...") buttons for 3D Application/Export Path next to dropdown/path fields
- Export Settings: Made "Keep Open" and "Hide Native Menu" labels camel case
- Exporter: Fix so normals/binormals/tangents/vertex colors are exported if they exist
Weren't being exported for primitives or meshes that had less vertices than triangles.
- Added script to fix FbxPrefab component links when updating from forum release (1.1.0b1)
A "Run Component Updater" button will appear in the FBX export settings inspector.
Clicking the button will repair all prefabs and scene files serialized as text.
To repair binary files, first convert asset serialization mode to "Force Text" in Editor Settings (Edit->Project Settings->Editor).
Sprint 36 Stabilization
FIXES
- FbxExporter: don't export visibility
- FbxPrefabAutoUpdater: Now accepts updates to RectTransforms
- FbxExporter: Fix so camera exports with correct rotation
- MayaIntegration: Fix so the "SendToUnity" button in Maya is hidden on startup
- FbxPrefabAutoUpdater: Fix updating gameObjects with missing components
- UnityIntegration: Catch and print installation errors from 3D applications
- FbxExporter: Fix incorrect scaling when importing into Maya
- FbxExportSettings: Fix vendor location environment variable pointing to empty folder
- MaxIntegration: Reset export path on new scene
Sprint 35 Fix Reported Issues
NEW FEATURES
- Fbx Exporter: Added camera export support
Export game camera as film camera, with filmback settings set to 35 mm TV Projection (0.816 x 0.612).
The camera aperture with always have a height of 0.612 inches, while the width will depend on the aspect of the Unity camera, as camera width = aspectRatio * height.
The projection type (perspective/orthogonal), aspect ratio, focal length, field of view, near plane, and far plane are also exported. Background color and clear flags are exported as custom properties.
The last camera exported is set to the default camera in the FBX file.
NOTE: the field of view will show up as a different value in Maya. This is because Unity display's the vertical FOV, Maya displays the horizontal FOV.
NOTE: for GameObjects that have both a mesh and a camera component, only the mesh will be exported.
- Export Settings: Grouped settings visually into 2 categories
Categories are: Export Options and Integration
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Maya Unity Integration: Added export setting option to hide native "File->Send To Unity" menu
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Unity 3D application Integration: Different installation popup message if "Keep open" checked
To avoid misleading successful installation message popping up before installation completes, instead of
"Enjoy the new Unity menu in {3DApp}", show "Installing Unity menu in {3DApp}, application will open once installation is complete", if user selected to launch the 3D application after installation.
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Maya Unity Integration: Added Unity plugin version to File->Unity menu item's tooltip
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Fbx Exporter: Export GameObject visibility
Set FbxNode visibility based on whether a GameObject is enabled.
NOTE: a disabled FBX node will be imported into Unity as an enabled GameObject with a disabled Mesh Renderer.
NOTE: in 3ds Max disabled objects will still be visible
FIXES
- Export Settings: Changed "Launch 3D Application" to "Keep open"
- Fbx Exporter: cleaned up code: removed TODO's, unused, and commented out code
- Export Settings: Fix settings giving error when updating to sprint34 package
- Fbx Exporter: fix error when exporting meshes with missing normals, tangents, binormals, or vertex colors
- Export Settings: Fix empty dropdown selection when uninstalling 3D applications
- Convert to Linked Prefab: fix prefab instance name differing from prefab file name when filename is incremented
KNOWN ISSUES
- "Hide Native Menu" doesn't work if GamePipeline plugin isn't loaded when first opening Maya.
- Exported camera faces wrong direction on import
Sprint 34 Add Maya LT integration
NEW FEATURES
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Ship all C# scripts as source code
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Added Maya LT Integration
Replaced Maya python implementation with MEL script, which is used by both Maya and Maya LT.
NOTE: it is no longer possible to unload the plugin using Maya's plugin manager.
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Export Settings: Added option to launch 3D application after installing integration
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Export Settings: Added option to export FBX as ASCII or Binary
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Export Settings: Added integration unzip location field
Use new field to select where to unzip the integration zip file, instead of being asked each time
"Install Unity Integration" button is clicked.
- Add environment variable (UNITY_FBX_3DAPP_VENDOR_LOCATIONS) to allow searching alternative vendor locations e.g. /Users/inwoods/Development/AltVendorLocation/Autodesk/
FIXES
- Export Settings: Moved "Browse" button out of the dropdown
- Unity 3ds Max Integration: Added tooltips to the import/export menu items
- Export Settings: Align checkboxes, text fields, and dropdown
- Fbx Prefab: Add tooltip to "Source Fbx Asset" field
- Export Settings: Search for 3D applications in multiple vendor locations (e.g. C:/ and D:/ drive)