diff options
-rw-r--r-- | io_scene_fbx/__init__.py | 8 | ||||
-rw-r--r-- | io_scene_fbx/fbx_utils.py | 1 | ||||
-rw-r--r-- | io_scene_fbx/import_fbx.py | 12 |
3 files changed, 4 insertions, 17 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py index 96a75199..6678e1eb 100644 --- a/io_scene_fbx/__init__.py +++ b/io_scene_fbx/__init__.py @@ -193,17 +193,12 @@ class ImportFBX(bpy.types.Operator, ImportHelper): ), default='X', ) - + use_prepost_rot: BoolProperty( name="Use Pre/Post Rotation", description="Use pre/post rotation from FBX transform (you may have to disable that in some cases)", default=True, ) - camera_invert: BoolProperty( - name="Camera Invert", - description="import inverted camera or not", - default=False, - ) def draw(self, context): pass @@ -314,7 +309,6 @@ class FBX_PT_import_transform_manual_orientation(bpy.types.Panel): layout.prop(operator, "axis_forward") layout.prop(operator, "axis_up") - layout.prop(operator, "camera_invert") class FBX_PT_import_animation(bpy.types.Panel): diff --git a/io_scene_fbx/fbx_utils.py b/io_scene_fbx/fbx_utils.py index 94356435..c35399b2 100644 --- a/io_scene_fbx/fbx_utils.py +++ b/io_scene_fbx/fbx_utils.py @@ -1259,5 +1259,4 @@ FBXImportSettings = namedtuple("FBXImportSettings", ( "nodal_material_wrap_map", "image_cache", "ignore_leaf_bones", "force_connect_children", "automatic_bone_orientation", "bone_correction_matrix", "use_prepost_rot", - "camera_invert", )) diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py index e6918e40..32b887c1 100644 --- a/io_scene_fbx/import_fbx.py +++ b/io_scene_fbx/import_fbx.py @@ -61,7 +61,7 @@ convert_deg_to_rad_iter = units_convertor_iter("degree", "radian") MAT_CONVERT_BONE = fbx_utils.MAT_CONVERT_BONE.inverted() MAT_CONVERT_LIGHT = fbx_utils.MAT_CONVERT_LIGHT.inverted() -MAT_CONVERT_CAMERA = fbx_utils.MAT_CONVERT_CAMERA +MAT_CONVERT_CAMERA = fbx_utils.MAT_CONVERT_CAMERA.inverted() def validate_blend_names(name): @@ -1769,10 +1769,7 @@ class FbxImportHelperNode: else: # camera and light can be hard wired if self.fbx_type == b'Camera': - if settings.camera_invert: - correction_matrix = MAT_CONVERT_CAMERA.inverted() - else: - correction_matrix = MAT_CONVERT_CAMERA + correction_matrix = MAT_CONVERT_CAMERA elif self.fbx_type == b'Light': correction_matrix = MAT_CONVERT_LIGHT @@ -2330,9 +2327,7 @@ def load(operator, context, filepath="", automatic_bone_orientation=False, primary_bone_axis='Y', secondary_bone_axis='X', - use_prepost_rot=True, - camera_invert=False, - ): + use_prepost_rot=True): global fbx_elem_nil fbx_elem_nil = FBXElem('', (), (), ()) @@ -2472,7 +2467,6 @@ def load(operator, context, filepath="", nodal_material_wrap_map, image_cache, ignore_leaf_bones, force_connect_children, automatic_bone_orientation, bone_correction_matrix, use_prepost_rot, - camera_invert, ) # #### And now, the "real" data. |