diff options
Diffstat (limited to 'io_scene_fbx/import_fbx.py')
-rw-r--r-- | io_scene_fbx/import_fbx.py | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py index 7efd3ab1..f2726047 100644 --- a/io_scene_fbx/import_fbx.py +++ b/io_scene_fbx/import_fbx.py @@ -591,7 +591,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset, glo bl_obj = item.bl_obj # We want to create actions for objects, but for bones we 'reuse' armatures' actions! - grpname = item.bl_obj.name + grpname = bl_obj.name # Since we might get other channels animated in the end, due to all FBX transform magic, # we need to add curves for whole loc/rot/scale in any case. @@ -1431,9 +1431,9 @@ def blen_read_material(fbx_tmpl, fbx_obj, settings): # No specular color in Principled BSDF shader, assumed to be either white or take some tint from diffuse one... # TODO: add way to handle tint option (guesstimate from spec color + intensity...)? ma_wrap.specular = elem_props_get_number(fbx_props, b'SpecularFactor', 0.25) * 2.0 - # XXX Totally empirical conversion, trying to adapt it - # (from 1.0 - 0.0 Principled BSDF range to 0.0 - 100.0 FBX shininess range)... - fbx_shininess = elem_props_get_number(fbx_props, b'Shininess', 20.0) + # XXX Totally empirical conversion, trying to adapt it (and protect against invalid negative values, see T96076): + # From [1.0 - 0.0] Principled BSDF range to [0.0 - 100.0] FBX shininess range)... + fbx_shininess = max(elem_props_get_number(fbx_props, b'Shininess', 20.0), 0.0) ma_wrap.roughness = 1.0 - (sqrt(fbx_shininess) / 10.0) # Sweetness... Looks like we are not the only ones to not know exactly how FBX is supposed to work (see T59850). # According to one of its developers, Unity uses that formula to extract alpha value: |