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authorBastien Montagne <montagne29@wanadoo.fr>2016-02-12 11:26:00 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2016-02-12 11:26:00 +0300
commitcf871d6a3027bad3b39b66abf71a5d08f7650db5 (patch)
treec9d5cf1ff0d1efb780bc6891acc05b1dc5d62aaf /io_scene_fbx/fbx_utils.py
parent6266b4139503bb614576f15ea4e90870ac5e597d (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.py3
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",