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author | Bastien Montagne <montagne29@wanadoo.fr> | 2016-02-12 11:26:00 +0300 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2016-02-12 11:26:00 +0300 |
commit | cf871d6a3027bad3b39b66abf71a5d08f7650db5 (patch) | |
tree | c9d5cf1ff0d1efb780bc6891acc05b1dc5d62aaf /io_scene_fbx/fbx_utils.py | |
parent | 6266b4139503bb614576f15ea4e90870ac5e597d (diff) |
FBX exporter: add option to choose which type of FBX node to use as armature.
By default, Blender uses a 'Null' one (rouglhly equivalent to our Empty),
but now user can also choose a 'Root' or even plain "LimbNode".
This seems to be necessary to hack around some Unity bug (see T47325).
WARNING: the 'LimbNode' option *does not* import back correctly in Blender.
Use it in pure export-only cases.
Diffstat (limited to 'io_scene_fbx/fbx_utils.py')
-rw-r--r-- | io_scene_fbx/fbx_utils.py | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/io_scene_fbx/fbx_utils.py b/io_scene_fbx/fbx_utils.py index f0501792..ee91a1db 100644 --- a/io_scene_fbx/fbx_utils.py +++ b/io_scene_fbx/fbx_utils.py @@ -1192,7 +1192,8 @@ FBXExportSettings = namedtuple("FBXExportSettings", ( "bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed", "context_objects", "object_types", "use_mesh_modifiers", "mesh_smooth_type", "use_mesh_edges", "use_tspace", - "use_armature_deform_only", "add_leaf_bones", "bone_correction_matrix", "bone_correction_matrix_inv", + "armature_nodetype", "use_armature_deform_only", "add_leaf_bones", + "bone_correction_matrix", "bone_correction_matrix_inv", "bake_anim", "bake_anim_use_all_bones", "bake_anim_use_nla_strips", "bake_anim_use_all_actions", "bake_anim_step", "bake_anim_simplify_factor", "bake_anim_force_startend_keying", "use_metadata", "media_settings", "use_custom_props", |