Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2013-08-09 09:18:00 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-08-09 09:18:00 +0400
commit87ff389bd71a6d8d4a8e52c3d232cd155d2511b4 (patch)
tree618a070ed11005a190c6d2d5d8bb5dae86126ff9 /io_scene_fbx/export_fbx.py
parentc5639d0a35ae0aabb00adec23a7af6f60a3b8bbb (diff)
remove XNA hacks
Diffstat (limited to 'io_scene_fbx/export_fbx.py')
-rw-r--r--io_scene_fbx/export_fbx.py14
1 files changed, 3 insertions, 11 deletions
diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py
index 8e1ad11e..c4628e36 100644
--- a/io_scene_fbx/export_fbx.py
+++ b/io_scene_fbx/export_fbx.py
@@ -223,7 +223,6 @@ def save_single(operator, scene, filepath="",
use_metadata=True,
path_mode='AUTO',
use_mesh_edges=True,
- use_rotate_workaround=False,
use_default_take=True,
):
@@ -233,10 +232,6 @@ def save_single(operator, scene, filepath="",
mtx_x90 = Matrix.Rotation(math.pi / 2.0, 3, 'X')
# Used for mesh and armature rotations
mtx4_z90 = Matrix.Rotation(math.pi / 2.0, 4, 'Z')
- # Rotation does not work for XNA animations. I do not know why but they end up a mess! (JCB)
- if use_rotate_workaround:
- # Set rotation to Matrix Identity for XNA (JCB)
- mtx4_z90.identity()
if global_matrix is None:
global_matrix = Matrix()
@@ -485,10 +480,6 @@ def save_single(operator, scene, filepath="",
rot = tuple(rot.to_euler()) # quat -> euler
scale = tuple(scale)
- # Essential for XNA to use the original matrix not rotated nor scaled (JCB)
- if use_rotate_workaround:
- matrix = ob.matrix_local
-
else:
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
#if ob and not matrix: matrix = ob.matrix_world * global_matrix
@@ -2291,7 +2282,8 @@ Definitions: {
}''' % tmp)
del tmp
- # Bind pose is essential for XNA if the 'MESH' is included (JCB)
+ # Bind pose is essential for XNA if the 'MESH' is included,
+ # but could be removed now?
fw('''
ObjectType: "Pose" {
Count: 1
@@ -3047,7 +3039,7 @@ def save(operator, context,
return {'FINISHED'} # so the script wont run after we have batch exported.
# APPLICATION REQUIREMENTS
-# Please update the lists for UDK, Unity, XNA etc. on the following web page:
+# Please update the lists for UDK, Unity etc. on the following web page:
# http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Import-Export/UnifiedFBX
# NOTE TO Campbell -