diff options
author | Campbell Barton <ideasman42@gmail.com> | 2013-08-09 09:18:00 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2013-08-09 09:18:00 +0400 |
commit | 87ff389bd71a6d8d4a8e52c3d232cd155d2511b4 (patch) | |
tree | 618a070ed11005a190c6d2d5d8bb5dae86126ff9 /io_scene_fbx/export_fbx.py | |
parent | c5639d0a35ae0aabb00adec23a7af6f60a3b8bbb (diff) |
remove XNA hacks
Diffstat (limited to 'io_scene_fbx/export_fbx.py')
-rw-r--r-- | io_scene_fbx/export_fbx.py | 14 |
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 - |