
Ultimate Unwrap3D v3.50.45 Plugin
=================================

INSTALLATION
============
1. Place plugin file in the Ultimate Unwrap3D subdirectory called PLUGINS.
2. Restart or run Ultimate Unwrap3D.


REQUIREMENTS
============
For FBX 2015 and earlier, you may need to install the MSVC++ 2008 SP1 runtime redistributables:
https://www.microsoft.com/en-us/download/details.aspx?id=11895
- For 32-bit, select vcredist_x86.exe
- For 64-bit, select vcredist_x64.exe

For FBX 2016 or later, you may need to install the MSVC++ 2012 runtime redistributables:
https://www.microsoft.com/en-us/download/details.aspx?id=30679
- For 32-bit, select vcredist_x86.exe
- For 64-bit, select vcredist_x64.exe


NOTES
=====
This plugin can import and export Autodesk FBX files (ascii and binary).


IMPORTING
=========
Lights, geometry, materials, textures, UV coordinates, multiple UVsets,
vertex colors, vertex weights, bones and skeletal animation can be imported.

Note that all texture files should be located in the same directory as the 
FBX file, otherwise they may not be found.

FBX material properties imported:
ambient color
diffuse color + transparency
specular color + shininess
emissive color

FBX mesh properties imported:
Vertex positions
Vertex colors + alpha
Texture coordinates (max uvsets: 2)
Polygons
Shapes
Nurbs Surfaces (converted to triangulated meshes)
Patch Surfaces (converted to triangulated meshes)
Smoothing groups

FBX animation properties imported:
Envelope Links for skinned meshes
Function Curves (translation/rotation/scale)


Import Options
--------------
Swap model:
Rotates the model 90 degrees about the X-axis.

Convert materials to groups:
Material names will be converted into group names.

Merge similar materials:
Materials referencing the same texture map will be merged.

Import default transparency:
If checked, the default transparency will be imported.

Import smoothing groups:
If checked, vertices will be re-welded according to their smoothing group (3dsmax).

Split vertices per normal:
If checked, vertices will split by their normal if they exist.


More Options
------------
Shape import strength:
By specifying a strength (0% to 100%) for each shape listed, you can blend
multiple shapes on import.

Import All:
Set all shape strengths to 100%.

Reset All:
Reset all shape strengths to 0%.


EXPORTING
=========
Lights, geometry, materials, textures, UV coordinates, multiple UVsets,
vertex colors, vertex weights, bones and skeletal animation can be exported.


Export Options
--------------
File version:
Choose the file version to be exported, v5.0 (binary/ascii), or v6.0 (binary/ascii).

Unit system:
This sets the unit system for the exported file.  The default units for the 
FBX file format is centimeters.

Export materials:
Diffuse colors, ambient colors, emissive colors, specular colors, transparency,
and shininess are exported.  Texture maps are exported using a local filename.

Export texture coordinates:
The first set of UV coordinates will be exported.

Export vertex normals:
Vertex normals will be exported.

Export vertex colors:
Vertex colors (+alpha) will be exported.

Export animation: 
 1. Bones are exported.
 2. Rotation, position, and scale animation keys are exported as fcurves.
 3. Weighted vertices exported as envelope links.

Export uvsets:
This will export a 2nd set of texture coordinates.


Misc Options
------------
Export full texture paths:
The full texture filepath will be exported instead of its filename only.

Export root bone transform:
If checked, a root identity transform will be exported.

Export groups as meshes:
If checked, groups will be exported as meshes.  Each mesh will receive its own list
of vertices, normals, uvs, colors, materials, textures, and skin weights.  Otherwise, 
the scene will be exported as a single mesh.

Exporting smoothing:
If checked, smoothing groups will be generated and exported.  Not supported when
"Export groups as meshes" is checked.

Export bind pose:
A bind pose will be exported for the skeleton.

Enable gimbal killer:
This fixes euler angle rotations that wrap around the -+ 180 degree border.

Embed textures:
If checked, all textures will be embedded in the exported file.  This option
only supports binary format.

Replace special characters:
If checked, all names containing special characters will be replaced with an underscore.

Export unique names:
If checked, all names will be made unique.


Trouble-Shooting
================
Q: When importing an FBX file into Unwrap3D, no geometry is imported.
A: Nurbs and patches are not supported.  Always export your model as 
   polygons or triangles.

Q: When importing an FBX file into Unwrap3D, the skeleton looks wrong
   or is not aligned with the mesh.
A: Before exporting, remove any scaling from your bone transformations.

Q: When exporting to FBX, animation is missing.
A: The animation name "Default" may be reserved by FBX.  If animation is not 
   exported, try renaming your animation.
   In Unwrap3D, right-click in any 3D view, and select Animation | Editor...
   to rename the animation.


Copyright
=========
"This software contains Autodesk® FBX® code developed by Autodesk, Inc. Copyright 2009 Autodesk, Inc.  
All rights, reserved. Such code is provided "as is" and Autodesk, Inc. disclaims any and all warranties, 
whether express or implied, including without limitation the implied warranties of merchantability, 
fitness for a particular purpose or non-infringement of third party rights. In no event shall Autodesk, Inc. 
be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, 
but not limited to, procurement of substitute goods or services; loss of use, data, or profits; or 
business interruption) however caused and on any theory of liability, whether in contract, strict liability, 
or tort (including negligence or otherwise) arising in any way out of such code."

All trademarks and trade names are the property of their respective owners.
Copyright © 2021.  All Rights Reserved.
