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authorGaia Clary <gaia.clary@machinimatrix.org>2019-05-27 16:34:05 +0300
committerGaia Clary <gaia.clary@machinimatrix.org>2019-05-27 17:00:32 +0300
commitbc055258d5abdd692003e5ae175d2548183818a4 (patch)
tree8e06a1340c430745c8ee7b11f5c55a580faa712e /source/blender/collada/SceneExporter.cpp
parent4db3916b60da565f11cb73d905458d66d0347c8a (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.cpp2
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);