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authorJuha Mäki-Kanto <ih5235252@gmail.com>2012-02-18 20:20:24 +0400
committerJuha Mäki-Kanto <ih5235252@gmail.com>2012-02-18 20:20:24 +0400
commit7beddb750610982ebccfd64d87759baa91e011a5 (patch)
treeb0b810a6095f18796c1b3eeaa644a87efbf2af13 /source/blender/collada/ArmatureExporter.h
parente6b708b36bb77ff2287439f20fc79097c275c822 (diff)
Collada export: changes to joints/weights in skincontroller
- Collecting joints/weights in one place, it's easier to exclude zero weights or vertexgroups with no matching bone than trying to match same logic in multiple places. - Still not exporting -1 joints for vertices without weights, but also not outputting -1 joint + weight for each vertexgroup without a matching bone. - The exported weights are now normalized. Last I tested this patch stopped 3ds Max crashing on import of file from #29465 (opencollada / internal .dae).
Diffstat (limited to 'source/blender/collada/ArmatureExporter.h')
-rw-r--r--source/blender/collada/ArmatureExporter.h7
1 files changed, 4 insertions, 3 deletions
diff --git a/source/blender/collada/ArmatureExporter.h b/source/blender/collada/ArmatureExporter.h
index 925e65c9b69..9d64664fa63 100644
--- a/source/blender/collada/ArmatureExporter.h
+++ b/source/blender/collada/ArmatureExporter.h
@@ -111,10 +111,11 @@ private:
bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def);
- std::string add_weights_source(Mesh *me, const std::string& controller_id);
+ std::string add_weights_source(Mesh *me, const std::string& controller_id,
+ const std::list<float>& weights);
- void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me,
- Object *ob_arm, ListBase *defbase);
+ void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
+ const std::list<int>& vcount, const std::list<int>& joints);
};
#endif