From d27863733710ab23749b21755be245bc7a303f12 Mon Sep 17 00:00:00 2001 From: Nathan Letwory Date: Mon, 20 Jun 2011 12:43:10 +0000 Subject: Fix [#26912] [Collada] Screw up with names/ids on import Reported by Valeriy Firsov Use the node name if it exists, fall back to id otherwise. --- source/blender/collada/ArmatureImporter.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'source/blender/collada/ArmatureImporter.cpp') diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp index 8987e4ffaf7..8b8e89fd4f5 100644 --- a/source/blender/collada/ArmatureImporter.cpp +++ b/source/blender/collada/ArmatureImporter.cpp @@ -42,12 +42,12 @@ #include "ArmatureImporter.h" -// use this for retrieving bone names, since these must be unique +// use node name, or fall back to original id if not present (name is optional) template static const char *bc_get_joint_name(T *node) { - const std::string& id = node->getOriginalId(); - return id.size() ? id.c_str() : node->getName().c_str(); + const std::string& id = node->getName(); + return id.size() ? id.c_str() : node->getOriginalId().c_str(); } ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce) : -- cgit v1.2.3