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authorBastien Montagne <montagne29@wanadoo.fr>2015-05-19 15:47:37 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2015-05-19 15:47:37 +0300
commitf30fc86ab552f193b891bbb68317b0c123e73b75 (patch)
tree25506b270e3a9976bf2d13e474269b2d97c137dc
parenta4231350950136996af8981bceebb8180110756f (diff)
Fix T41605: FBX Export: scale issue with animated armatures.
Yes... 10h of work, for a oneliner fixing a simple stupid dummy missing connection between the empty used as armature 'object', and its (void, useless) 'NodeAttribute' data... Why such basic harmless error breaks something (aparently) completly unrelated - and why is it breaking anything, btw - is to be added on the Olympus Mons of FBXSDK madness. Not to mention the usual total lack of parsing warnings/errors from that 'thing'.
-rw-r--r--io_scene_fbx/__init__.py2
-rw-r--r--io_scene_fbx/export_fbx_bin.py4
2 files changed, 3 insertions, 3 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index 1e644cdc..abd542b1 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -21,7 +21,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
- "version": (3, 2, 6),
+ "version": (3, 3, 0),
"blender": (2, 74, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index 62926f47..e1ed2edf 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -1477,7 +1477,7 @@ def fbx_data_armature_elements(root, arm_obj, scene_data):
elem_data_single_float64_array(fbx_clstr, b"Transform",
matrix4_to_array(mat_world_bones[bo_obj].inverted_safe() * mat_world_obj))
elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj]))
- #~ elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))
+ elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))
def fbx_data_leaf_bone_elements(root, scene_data):
@@ -2402,7 +2402,7 @@ def fbx_data_from_scene(scene, settings):
elif ob_obj.type == 'CAMERA':
cam_key = data_cameras[ob_obj]
connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None))
- elif ob_obj.type == 'EMPTY':
+ elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE':
empty_key = data_empties[ob_obj]
connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE: