parent
edccc0bbdf
commit
1dd75f41e5
|
@ -63,8 +63,7 @@ void EditorSceneImporterFBX::get_extensions(List<String> *r_extensions) const {
|
|||
const String fbx_str = "fbx";
|
||||
Vector<String> exts;
|
||||
exts.push_back(fbx_str);
|
||||
_register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions,
|
||||
true);
|
||||
_register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions, true);
|
||||
}
|
||||
|
||||
void EditorSceneImporterFBX::_register_project_setting_import(const String generic,
|
||||
|
@ -181,7 +180,7 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl
|
|||
}
|
||||
|
||||
if (is_blender_fbx) {
|
||||
WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes stand by.");
|
||||
WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes. Please stand by.");
|
||||
}
|
||||
|
||||
Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8);
|
||||
|
@ -196,7 +195,7 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl
|
|||
return spatial;
|
||||
|
||||
} else {
|
||||
print_error("Cannot import file: " + p_path + " version of file is unsupported, please re-export in your modelling package file version is: " + itos(doc.FBXVersion()));
|
||||
ERR_PRINT(vformat("Cannot import FBX file: %s. It uses file format %d which is unsupported by Godot. Please re-export it or convert it to a newer format.", p_path, doc.FBXVersion()));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -550,8 +549,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
|
|||
|
||||
print_verbose("populating skeleton with bone: " + bone->bone_name);
|
||||
|
||||
// // populate bone skeleton - since fbx has no DOM for the skeleton just a node.
|
||||
// bone->bone_skeleton = fbx_skeleton_inst;
|
||||
//// populate bone skeleton - since fbx has no DOM for the skeleton just a node.
|
||||
//bone->bone_skeleton = fbx_skeleton_inst;
|
||||
|
||||
// now populate bone on the armature node list
|
||||
fbx_skeleton_inst->skeleton_bones.push_back(bone);
|
||||
|
@ -688,8 +687,8 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
|
|||
//
|
||||
// Get Mesh Node Xform only
|
||||
//
|
||||
// ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
|
||||
// Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
|
||||
//ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
|
||||
//Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
|
||||
|
||||
if (!mesh_skin) {
|
||||
continue; // not a deformer.
|
||||
|
|
Loading…
Reference in New Issue