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authorBastien Montagne <montagne29@wanadoo.fr>2015-06-28 18:35:01 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2015-06-28 18:35:01 +0300
commitf5f7b1df1a6b304bf1daf8147afbe2074b8eef7c (patch)
treeb4b8391c92755809caa223fb2bf35592472a202d /io_scene_fbx/__init__.py
parent4f28fe782db71979cca35fa7f74a96d3b6b77f25 (diff)
Fix T45171: FBX importer can't handle mesh bound to multiple armatures.
There were two issues here: I) Since an object can only have *one* parent, it it gets created only during its parent's creation, we could end in situation where we would be creating an armature that would need its 'fake' children mesh objects, before we have actually created this mesh object (which would only happen during creation of the only armature that would be its *real* parent). This was solved by decoupling object creation/instancing and creation of objets' relationships. II) We were only storing one set of binding data (matrices) per mesh, which obviously failed when binding several armatures to a single mesh. Simply fixed by storing one set of binding data per mesh per armature. FBX can store on set of binding matrices per mesh per bone, but this is not supported by Blender!
Diffstat (limited to 'io_scene_fbx/__init__.py')
-rw-r--r--io_scene_fbx/__init__.py2
1 files changed, 1 insertions, 1 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index 48ace034..a5f42588 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, 3, 6),
+ "version": (3, 4, 0),
"blender": (2, 74, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",