WIP: Animation: operators to update the pose library #104673
@ -3,7 +3,7 @@
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bl_info = {
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"name": "FBX format",
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"author": "Campbell Barton, Bastien Montagne, Jens Restemeier, @Mysteryem",
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"version": (5, 3, 0),
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"version": (5, 3, 1),
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"blender": (3, 6, 0),
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"location": "File > Import-Export",
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"description": "FBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actions",
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@ -2899,20 +2899,23 @@ def fbx_data_from_scene(scene, depsgraph, settings):
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_objs_indices = {}
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for ma, (ma_key, ob_objs) in data_materials.items():
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for ob_obj in ob_objs:
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connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
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# Get index of this material for this object (or dupliobject).
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# Material indices for mesh faces are determined by their order in 'ma to ob' connections.
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# Only materials for meshes currently...
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# Note in case of dupliobjects a same me/ma idx will be generated several times...
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# Should not be an issue in practice, and it's needed in case we export duplis but not the original!
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if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
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connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
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continue
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_mesh_key, me, _free = data_meshes[ob_obj]
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material_indices = mesh_material_indices.setdefault(me, {})
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if ma in material_indices:
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# Material has already been found for this mesh.
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# XXX If a mesh has multiple material slots with the same material, they are combined into one slot.
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# Even if duplicate materials were exported without combining them into one slot, keeping duplicate
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# materials separated does not appear to be common behaviour of external software when importing FBX.
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continue
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connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
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idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
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material_indices[ma] = idx
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del _objs_indices
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