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authorChris Foster <cdbfoster@gmail.com>2013-05-04 10:25:55 +0400
committerChris Foster <cdbfoster@gmail.com>2013-05-04 10:25:55 +0400
commit9d4f65a846cf17a8830d372d73d864cca05d76ad (patch)
treee5328c495d3f27ffadeb37ffa156a0e89a5282ce /io_scene_x
parent944cfa20bdb377577a2e8c06ad4e1033d0bdd019 (diff)
Added ExportSkinWeights to the condition for using an unrolled mesh enumerator. For some very strange reason, it appears that DirectX will only transform a skinned vertex correctly for the first face that uses it. All others will appear at the origin. This can be worked around by using an unrolled mesh enumerator (in other words duplicating each vertex per face that uses it). DirectX bug?
Diffstat (limited to 'io_scene_x')
-rw-r--r--io_scene_x/export_x.py3
1 files changed, 2 insertions, 1 deletions
diff --git a/io_scene_x/export_x.py b/io_scene_x/export_x.py
index 56d8a27a..0b14862f 100644
--- a/io_scene_x/export_x.py
+++ b/io_scene_x/export_x.py
@@ -442,7 +442,8 @@ class MeshExportObject(ExportObject):
# Create the mesh enumerator based on options
MeshEnumerator = None
if (self.Config.ExportUVCoordinates and Mesh.uv_textures) or \
- (self.Config.ExportVertexColors and Mesh.vertex_colors):
+ (self.Config.ExportVertexColors and Mesh.vertex_colors) or \
+ (self.Config.ExportSkinWeights):
MeshEnumerator = MeshExportObject._UnrolledFacesMeshEnumerator(Mesh)
else:
MeshEnumerator = MeshExportObject._OneToOneMeshEnumerator(Mesh)