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author | Gaia Clary <gaia.clary@machinimatrix.org> | 2019-05-27 16:34:05 +0300 |
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committer | Gaia Clary <gaia.clary@machinimatrix.org> | 2019-05-27 17:00:32 +0300 |
commit | bc055258d5abdd692003e5ae175d2548183818a4 (patch) | |
tree | 8e06a1340c430745c8ee7b11f5c55a580faa712e /source/blender/collada/SceneExporter.cpp | |
parent | 4db3916b60da565f11cb73d905458d66d0347c8a (diff) |
fix: collada transformtype must be identical for animation export and object export
When exporting an object we can choose the transformation type 'Matrix'
or 'trans/rot/scale' When exporting an animation we have the same choice
regarding the used transformation type.
However we must make sure that animations and objects use the same
transformation type within one colleda export. The user interface is
now reworked such that the correct settings are always guaranteed.
I also reworked the tool tips
Diffstat (limited to 'source/blender/collada/SceneExporter.cpp')
-rw-r--r-- | source/blender/collada/SceneExporter.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/collada/SceneExporter.cpp b/source/blender/collada/SceneExporter.cpp index 22b2eed79d3..7bf6a145886 100644 --- a/source/blender/collada/SceneExporter.cpp +++ b/source/blender/collada/SceneExporter.cpp @@ -128,7 +128,7 @@ void SceneExporter::writeNode(Object *ob) colladaNode.start(); if (ob->type == OB_MESH && armature_exported) { /* for skinned mesh we write obmat in <bind_shape_matrix> */ - TransformWriter::add_node_transform_identity(colladaNode); + TransformWriter::add_node_transform_identity(colladaNode, this->export_settings); } else { TransformWriter::add_node_transform_ob(colladaNode, ob, this->export_settings); |